Unity Editor keeps crashing because Meta XR SDK is using up all system memory
I'm so confused! I remove the package, and my system memory is back to normal, but as soon as I reinstall it, after ~5 minutes, my whole PC crashes because both my System and virtual memory are full. Does this happen to anyone else? Thanks!798Views0likes2CommentsFind out if user enabled Switch Oculus and Menu option
Hi, I'm working on a game, and in the tutorials we would like to show the players what can they do with the buttons of the controllers, and in some cases we are waiting until the player press the correct button. I can't find any way to figure out if a player enabled or not the Switch Oculus and Menu option in the Hands and Controllers setting menu on a Quest, so if he did, the game will highlight the menu button on the wrong controller, and it confuse the players, because if they press that, the Oculus Dashboard will pop up instead of the in game menu. My question is, how can I check which button is the menu button? Oculus integration package is already added to the project, but I didn't find any reference to this.1.3KViews1like2CommentsXR Tracked Keyboard not being tracked in Unity Scene
Hi All, I was wondering if anyone has come across any similar issues with trying to integrate a tracked keyboard within their scenes. I am trying to connect the Logitech MX Mini Keys keyboard and have it appear in my scene. I am using a Meta Quest Pro and Unity 2022.3.19f1. I have installed the Meta XR All in One SDK. I have followed the steps outlined here Integrate OVRTrackedKeyboard Prefab: Unity | Oculus Developers I have run into a few issues, and understand from Meta that passthrough hands are unavailable during debugging. My keyboard does not seem to appear but only sometimes as a black rectangle that cannot be moved and I keep getting the following warning symbols "local dimming feature is not supported" "d3d11: Creating a default shader resource view with dxgi-fmt=98 for a texture that uses dxgi-fmt=99" "[OVRPlugin] XR_PASSTHROUGH_LAYER_PURPOSE_TRACKED_KEYBOARD_HANDS_FB is not yet supported on windows (arvr\projects\integrations\OVRPlugin\Src\Util\InsightMrManager.cpp:959)" "[OVRPlugin] Failed to create a passthrough layer with error -1 (arvr\projects\integrations\OVRPlugin\Src\Util\InsightMrManager.cpp:220)" "Invalid state passed into TrackedKeyboardVisibilityChanged ErrorExtensionFailed UnityEngine.Debug:LogWarning (object) OVRTrackedKeyboardHands:TrackedKeyboardVisibilityChanged (OVRTrackedKeyboard/TrackedKeyboardVisibilityChangedEvent) (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Scripts/OVRTrackedKeyboard/OVRTrackedKeyboardHands.cs:528)" "d3d11: failed to create 2D texture shader resource view id=1930 [D3D error was 80070057]" I have tried to redo the whole thing in case I missed a step. I have also tried not having passthrough enabled but that throws other errors. I had to add a Surface projected Pt Plane for the passthrough object to stop throwing errors. I followed this tutorial for this Surface Projected Passthrough Tutorial: Unity | Oculus Developers I am finding it hard to try and troubleshoot this issue as everytime I add print statements in the code, when it refreshes, it redownloads metas original code so I am unable to modify it. I was wondering if anyone had any similar issues or any advice on how to tackle this. I have tried to publish my app so i can see if the issue is simply fixed by deploying it but that can take up to a week for it to be approved. So in the mean time if anyone has any ideas on how to go about this, i will be very grateful. I am willing to try anything at this point :))778Views1like0Commentsuse passthrough to recognize AR Marker or use object detection that can be seen in passthrough
I'm making a game that moves with my body using Passthrough. It is difficult to use IMU sensors for all objects. So I want to attach an AR Marker to an object so that the virtual object follows the movable object. Is it possible? Or is Object Detection available on the SDK?6.6KViews4likes4CommentsMissing scripts/broken references on prefabs in Oculus Interaction 46
Inside the following prefabs: Assets/Oculus/SampleFramework/Usage/Prefabs/UIOverlay.prefab Assets/Oculus/SampleFramework/Usage/DistanceGrab/Prefabs/DistanceGrabSquirtGunPf.prefab Assets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Couch.prefab Assets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Desk.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/3rd Person Controller.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/First Person Controller.prefab1.4KViews3likes1CommentMixedReality recentered pose problem.
Hi, We are developing a mixed reality experience using SceneModel to set up the user room. We use the virtual model that the SceneModel instantiate to calculate the distance between the player and its room walls. We need that the player was in a position that must satisfy specific distance rules. In case that the player was in an incorrect position, we want that the player recenter its position. However, when the user use the recenter option, our virtual model is updated and the virtual walls do not correspond their position with the real position. For instance, in the image above, we have in the left side of the image our player initial position, represented by the circle with the arrow (the arrow is the direction the user is looking at). The black rectangle represents the real room walls and the blue one the virtual room walls. As the image show, when the user moves in its room and recenters the virtual room walls update their transform generating undesirable situation. We want to know if there is a special configuration in the OVRSceneManager component or in OVRSceneAnchor component or whatever Oculus Unity SDK component to avoid this behaviour.881Views0likes0CommentsHow to detect if a user doesn't have a Meta Avatar or if they have been assigned a default avatar?
I am working with the Meta Avatars SDK and can't find any way to detect if a user doesn't already have a Meta Avatar, and as part of this I can't find a way to detect if the user has simply been assigned a default avatar. I have the ability to let the user open the customise avatar menu via a deeplink call, but no way to detect if I should tell the user to create an avatar first time if they don't have one?Solved1.5KViews0likes1CommentUnitySDK Passthrough Video Issues and Cable Lag
Having an issue with the passthrough video feed on a locally running app using the AugmentedObjects test scene. It has lots of tiny slashes through it and extra camera warping. Almost like the passthrough mesh has tears. It only shows in the build and cant be recorded. Does not occur in Unity play mode. BTW Unity play mode and Passthrough has alot of lag over the cable connectivity. Unity 2021.3.9f1, Oculus SDK 46.02KViews0likes4CommentsHow to retrieve position, rotation and interaction data from a user
Hi, I'm quite new to development on Unity for VR apps. I'm currently working on simple apps to get a feel for how it all works. I'm trying to develop a few apps that require access to the user's position, rotation, and more. My big problem is that I'm not sure where I can get all this information from. Hence, i was wondering if there's an SDK or API that can help me extract this data from a user. Also, if there's an easy way to set up flags/triggers (such as checking whether a user picked up a cube or not) that would also help. If you have an answer to these questions or any other resources which you think may be of help as well, I'd really appreciate it! Thank you.709Views0likes0Comments