Voice SDK Dictation Not Working in Unity 2023.2+
I upgraded my project to Unity 6 from Unity 2022 LTS. Here's my current setup: Unity 6000.0.27f1 Meta XR Core SDK 69.0.1 Meta XR Interaction SDK Essentials 69.0.1 Meta XR Voice SDK 69.0.0 With this setup, the Core SDK requires the use of GameActivity, but the Voice SDK's dictation functionality requires Activity. As a result, dictation cannot be executed on Unity 2023.2+. This is an error on Quest 3. Is this a known issue? Or is there a possible workaround? Here’s a related information for reference: https://communityforums.atmeta.com/t5/Unity-Development/Important-Unity-6-information/td-p/1252153 https://discussions.unity.com/t/voice-sdk-crash-on-activate-meta-quest-3/935246Solved2.7KViews2likes9CommentsNetworkGrabbable can be pushed after Client rejoin
Hi Developers and geniuses, I have a weird bug and maybe someone can help me with it. So right now, we have three different versions of a Grabbable as BuildingBlocks: Grabbable - Can be grabbed but not pushed with a finger. TouchHandgrab - Can be pushed with a finger and interacts way more realistic Network Grabbable Object - Can also not be pushed with a finger, but can be grabbed and has Network components on it (Client network Transform). Now here comes the weird part: In our application, when somebody gets thrown out because of network issues and rejoins, the Network grabbable he THEN grabs (takes over Ownership), he then afterwards can MOVE them with his finger! But only those he has Ownership over and only after he was disconnected once from the server. We are totally at a loss why this happens. We tried "giving back" the ownership after releasing the object, but that is not working well because of several following problems. Any idea, why suddenly, after rejoining, the Network Grabbable behaves like a TouchHandgrab and you can push network objects around with your finger? It's something we can not test in the Simulator and there is no good way to debug directly in the app on the quest. Best Regards Florian Buchholz275Views0likes0CommentsSpawned objects not visible even though correctly spawned, after Meta Quest 3 headset update
I have been working on a MR project that uses the Meta SDK ver 67 with Unity 2022.3.24. It is a game where insects are spawned on a tracked table in the room (space setup is done with only 1 table in the room). Everything was working perfectly a few days ago suddenly when on Oct 3, 2024, the insects are no more visible. I have debugged in many ways and there are no errors, and everything is working as expected and insects are spawning in the build too - but just not visible. Also, the insects are visible when I test it in the play mode in the editor with MRUK room prefabs. I think it has something to do with the headset update as before Oct 3, I was facing an issue where my ray pointers from hands or controller were not showing that round cursor on the UI and was offsetting somewhat behind the UI, I guess. So, the day when the insect not visible bug came, this raycast issue was also fixed in the headset and I have not encountered it since.384Views0likes0CommentsVirtual Keyboard initial position not working
Hi, thanks for help, I got a problem making a login, I'm using the virtual keyboard, so there's an option where you can change the position, if you need it near or far, I'm using the near option, i did read the documentation, but i just can't make it work And also floor tracking in the Camera, so the thing is that it just stays in the floor when I play it in my Quest 3. here are the errors. I guess the first one is the important one, the last one is something I'm doing for testing, and the others i don't really know. As i said, I'm using a Quest 3 headset1.7KViews1like5CommentsPassthrough Over link Fragmented and Slow
Hello, I have been working on a project using Unity 2022.3.7f and Meta All in one SDK 59.00 with passthrough. Everything in development has been fine and passthrough worked perfectly up until a few days ago the passthrough with no changes now is pixelated and slow. I have tried multiple headsets(2x Quest 3), link cables, ports, reinstalling meta quest link, reimporting all assets. I believe that this is because of a update with meta quest software so I updated the All in One SDK to 68.0 and am getting this error stuck at this point. Tried it additionally on a blank project with the 68.0 MAIO working and it still gives the poor passthrough performance. I AM BEGGING FOR HELP.1KViews0likes3CommentsConflict with ManualResetValueTaskSourceCore<TResult> in latest Oculus XR SDK (com.meta.xr.sdk.core)
I'm encountering a type conflict error ("CS0433 The type 'ManualResetValueTaskSourceCore<TResult>' exists in both...") when using the latest version of the Oculus XR SDK package (com.meta.xr.sdk.core). This conflict seems to be between the Oculus SDK's internal use of ManualResetValueTaskSourceCore<TResult> and the version provided by the .NET framework (or another package). What I've Tried: I've ensured I'm using the latest version of the com.meta.xr.sdk.core package through the Unity Package Manager. I attempted to resolve the conflict by adding a compiler argument specifying the location of the desired Microsoft.Bcl.AsyncInterfaces.dll file within Unity project preferences, but it didn't work. I've explored alternative solutions like namespace aliasing, but unfortunately, modifying the Oculus SDK files directly is not an option as it's a package managed by Unity. I also tried the solution as mentioned in this thread, which solves the error in the editor, but upon APK build it breaks and spits out the same error again. Impact on Builds: This conflict with ManualResetValueTaskSourceCore<TResult> prevents successful builds within Unity. The error message "CS0433: The type 'ManualResetValueTaskSourceCore<TResult>' exists in both..." halts the build process entirely. Someone please help solve this issue... I believe it may be a bug in the most recent SDK release. Thanks!Solved2.7KViews1like5CommentsImporting Starter Samples in a new project doesn't work
Good Afternoon. I'm trying to import starter samples to a project but this error appears in a few files : 'OVRLocatable' does not contain a definition for 'SetEnabledSafeAsync' and no accessible extension method 'SetEnabledSafeAsync' accepting a first argument of type 'OVRLocatable' could be found (are you missing a using directive or an assembly reference?) Does someone encounter the same issue ?480Views1like0CommentsGetControllerBatteryPercentRemaining() not working, always returning 0
Hi, I'm trying to use OVRInput.GetControllerBatteryPercentRemaining() to get the controller battery percentage but it always returns 0. I guess this is a bug in the OVR plugin. Does anybody know a workaround?555Views0likes0CommentsRequesting permissions not working in Quest OS 59
Since we updated one of our Quest 2 devices to operating system version 59 our android code for requesting permissions no longer works. private void checkPermissionsAndInitialize() { // check permissions List<String> PERMISSIONS = buildPermissionList(); if (mainActivity.hasPermissions(PERMISSIONS.toArray(new String[0]))) { intialize(); } else { ActivityCompat.requestPermissions(mainActivity, PERMISSIONS.toArray(new String[0]), PERMISSIONS_REQUEST_CODE); } } @Override public void onRequestPermissionsResult(int requestCode, @NonNull String[] permissions, @NonNull int[] grantResults) { super.onRequestPermissionsResult(requestCode, permissions, grantResults); intialize(); } private void intialize() { Log.d(LOG_TAG, "Build version: " + Build.VERSION.SDK_INT); } This snippet should be straightforward but for some reason the if statement always evaluates to false and onRequestPermissionsResult is never called, so the log is never printed. (The 'hasPermissions' method just uses ActivityCompat.checkSelfPermission on an array.) Also, using 'adb install -g' to grant all runtime permissions doesn't work either! Has anyone had a problem like this before? LucasSolved2.6KViews0likes3Comments