257 Photon fusion compiler errors though i use Photon Pun 2
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)24Views0likes0CommentsQuest Pro EyeTracker sampling at higher rate.
Hi, is there a way to use the eyetracker at maximum sample rate? Our application is running around 30 fps but we want use maximum eye tracker frequency for our research analytics, is there a way to do it? Currently we use OVRPlugin.GetEyeGazesState() but that only gives us last value for the frame. We would like to get list of values sampled since last frame, or sample it separate thread at desired frequency. Any help is appreciated.33Views0likes0CommentsScene Change interaction issues
I'm very new to this world and learning curve is real. I've been teaching myself Unity all summer for an art exhibit in two weeks where I plan to have this VR project. It's close, but I can't seem to get the controllers to interact with the UI Buttons and change scenes. I have four UI canvases (each with a UI button child) that will connect to the 4 different scenes. I started with Unity's XR Interaction Toolkit and switched to Meta Interaction and using Building blocks hoping it would simplify the process. I've read so many different ways to get the ray to change scenes, but so far it isn't working. At this point, I think I have too many components on my game objects so I'm not sure how to troubleshoot. On the one UI Canvas I'm testing, I have graphic raycaster, tracked device graphic raycaster, pointable canvas. On the UI Button I have a button component with OnClick set to the scene via SceneLoader script (which was working with mouseclick, but now its not), Pointable Unity Event Wrapper with When Release set to the scene it should go to, and Ray Interactable. On the Event System I have XR UI Input Module and Pointable Canvas Module. I'm also not sure it isn't something I'm missing on the Controller Tracking Settings. I also added XR Ray Interactor on the Building Block GameObjects for left and right. At this point I'd be happy to start from scratch on the UI scene with new UI Canvas GameObjects if it means getting this to work, but I need to understand the most streamlined process to take first. I'd be very grateful for guidance. Can anyone help?Solved131Views0likes9CommentsRequest for adding SDK version dropdown option for documentation versions
I'm writing a final thesis that uses Meta's Movement SDK for body tracking and I am frequently sourcing websites like for example: https://developers.meta.com/horizon/documentation/unity/move-body-tracking With every new SDK version, the documentation website frequently gets updated. My problem with that is that developers who are using v68 can't look at the older versions of the documentation. Also for sourcing and citing information this is a nightmare because when a page is updated for the new SDK versions, previous instructions are gone from the internet. It can't even be looked at using The Internet Archive's Wayback Machine. So creating a dropdown that let's you pick a version of the SDK that you are using would be a life saver, for quoting the documentation. (Just in case I would like to note that this problem isn't with a specific version like v68 but an overall problem of information dissappearing forever from Meta's offical documentation website)30Views0likes1CommentGame crashing on restart
Hello. I'm developing a game for Quest 2 and 3 and have encountered issues with the game crashing on Quest 2. The weird thing is that only crashes on some of our quests, some of them work fine while others will start the game once then crash when trying to the start the game again. There are no noticeable differences between the Quest 2 headsets either. The source of the crash seems to be this error: MemoryBroker: INPUT_TYPE_MAP: client com.DefaultCompany.Game does not have access (app ops or VR focus). I have tried multiple solutions like forcing a clean shutdown and INPUT_TYPE_MAP permissions but none of them seem to work. I think it's likely related to the RAM use of the game but there is not much more I can to do optimize it further and shouldn't be needed either since it works normally on other headsets.97Views0likes2CommentsMeta Quest white color saturation with OpenXR
Hello I am trying to build a VR application for Meta Quest 2/3 headset with Unity 2022.3.7f1 using OpenXR. However, when I build a pure white object, or whatever. The color appearing inside the build won't be pure white, it is something around RGB=(243,255,255). I tried many things such as URP Settings, OVROverlay, switching to HDR, environment light, texture compression to None, Graphics API to Vulkan, Color Gamut to Display-P3, OVRManager's Color Gamut to Unknown, Unmanged,etc... I can't think anything else. There is no light baking in my scene, nothing else than a pure white object. Can someone provide me some ways to prevent that please ? Here are my Unity settings :86Views0likes3CommentsFPS Drop After Splash Screen – Quest 2/3
Hello, While preparing my VR app for Quest Store submission, I’ve encountered a consistent, measurable FPS drop right after the splash screen finishes, and I’d like to confirm whether this is a potential issue for passing the VRC.Quest.Performance checks during review. Behaviour Observed: Immediately after the splash screen disappears, FPS drops below 60 FPS (typically in the 40–50 range) for about 1 second. After that, the frame rate stabilizes at my target (72 FPS) and remains consistent for the rest of the session. The same behaviour occurs even in an empty scene containing only the XR Origin prefab. Performance test video (Unity VR Sample): Test Environment: Unity Version: 6000.0.55f1 XR Setup: OpenXR with Meta XR Plugin (default configuration) Devices Tested: Quest 2, Quest 3s and Quest 3 Measurement Tool: OVR Metrics Tool (FPS graph) Questions: Will this short FPS dip fail the VRC.Quest.Performance check during store review? Does Meta QA measure from application process start or after the splash screen transition? Are there recommended best practices for masking or eliminating this drop? Thanks in advance for clarifying how this behaviour is evaluated in terms of Oculus Store performance requirements.40Views1like1CommentMQPro Controller Tracking turning OFF when kept somewhat still + Bug with InputTrackingState
When a Meta Quest Pro Controller is kept relatively still (even if your hand is shaky!), the tracking gets disabled until a couple of moments after a large movement. I have disabled auto-switching to hand. The biggest issue is that during this time, InputTrackingState/InputActionProperty flag isn't appropriately set to show that tracking is invalid. This applies to both: `UnityEngine.InputSystem.XR.TrackedPoseDriver.trackingStateInput` and `UnityEngine.XR.Interaction.Toolkit.currentControllerState.inputTrackingState` So, how do I prevent the controller tracking randomly turning off OR how do i detect when it turn off??80Views0likes4CommentsPerformance issues after building APK for Meta Quest 3
Hi everyone. I'm new to VR development and just created my first VR project in Unity for Meta Quest 3. When I run the game through Unity Link (Oculus Link) from my PC, it works smoothly with good graphics and no lag. My PC has 32 GB RAM and the game uses around 9 GB while running. But when I build it as an APK and run it directly on the Quest 3, I get problems like lagging, lower graphic quality, flickering, and sometimes low memory warnings. I know Quest 3 has only 8 GB RAM, so that might be part of it. But I would really appreciate help on how to optimize the game for Quest 3, what settings or methods I should use to reduce lag and improve quality, and whether there are tools to check what is using up memory on the Quest. Thanks a lot. I'm learning and want to get better at building for VR.133Views1like1Comment