H.264 Video is unstable on Quest 3 (black screen/freezing) - No issue on Quest 2
Hello! Our team has been developing a 360 video-based app for Quest (using Unity game engine). After getting Quest 3 headsets, we've discovered evidence that video playback is unstable on the Quest 3, when we had no issues on the Quest 2 with the same APK build. Specifically, the H.264 codec is not stable on the Quest 3 and we are having issues with the video either turning black when paused (via AVPro Exoplayer Unity plugin), or not being able to resume playing after being paused (via the built-in Unity video player or Meta Quest TV app). The H.265 codec appears to work just fine, however we aren't always able to use this format and we want H.264 to work. The issues for H.264 are present both in our Unity app and also in the Meta Quest TV app, indicating this is a hardware/OS-level issue with the decoder for H.264 video only on Quest 3, and not on Quest 2. I have been able to prove this via Android Logcat error messages I have captured while playing video (see below). Below are my observations when testing video playback on the Meta Quest TV app, Unity via AVPro, and Unity via the built-in Unity video player. The below is consistent when using either 8k (7680x3840) or 5.7k (5760x2880) 2D (equirectangular) 360 video at 29.97 fps. MetaStoreHelp or Ryanality could you please pass this important information along to the appropriate engineering teams? *NOTE: I am unable to post the full information in this post because my post gets marked as spam if I do, presumably due to the long length of my post. As a workaround, I have posted the information over on the AVPro Github. Please see here for all of the full information, including Android Logcat error messages: https://github.com/RenderHeads/UnityPlugin-AVProVideo/issues/1660#issuecomment-176224492910KViews2likes15CommentsVoice 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-3/935246Solved2.8KViews2likes9CommentsConflict 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!Solved2.7KViews1like5CommentsRequesting 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? LucasSolved2.6KViews0likes3CommentsVirtual 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 headset1.7KViews1like5CommentsMeta60.0 Unity22.3.16f1 macOS Build fails. Issue with MetaXRAudio info.plist format.
Crossplatform project (Quest2 standalone, iOs, Win, macOS). MetaSDK features used in Quest2 standalone only but present in scenes. Built successful before Meta60.0 upgrade from Oculus 57.0 Building Builds/OSX/XYZ.app/Contents/PlugIns/MetaXRAudioUnity.bundle/Contents/Info.plist failed with output: System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, String arg) at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace() at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options) at System.Xml.Linq.XDocument.Load(XmlReader reader) at UnityEditor.iOS.Xcode.PlistDocument.ParseXmlNoDtd(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 199 at UnityEditor.iOS.Xcode.PlistDocument.ReadFromString(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 330 at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.ParsePListFile(Byte[]& plistFileContents, String& executablePath, String& bundleIdentifier) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 91 at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.Sign(SignFlags signFlags, BundleSignTarget& signedBundle) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 51 at MacOSCodeSignBundleCopy.Run(CSharpActionContext ctx, Data data) in /Users/bokken/build/output/unity/unity/Platforms/OSX/MacStandalonePlayerBuildProgram/MacOSCodeSigning.cs:line 32 UnityEditor.GenericMenu:CatchMenu (object,string[],int) (at /Users/bokken/build/output/unity/unity/Editor/Mono/GUI/GenericMenu.cs:127) GaveGPT Info.plist to analyse and it replied : The Info.plist file starts with bplist00, indicating that it is a binary property list (plist) file, not a standard XML plist file. This is why the XML parser fails to read it, as it expects an XML format. Unity's build process and the code attempting to parse the Info.plist might not be equipped to handle binary plist formats directly, hence the error. To resolve this issue, you will need to convert the binary plist file to an XML format that Unity and its XML parser can understand. macOS provides a command-line tool called plutil that can convert binary plist files to XML format. if facing this issue, do the following: in Terminal, run : plutil -convert xml1 YOUR_PROJECT_FOLDER/Library/PackageCache/com.meta.xr.sdk.audio@60.0.0/Runtime/Plugins/MetaXRAudioUnity.bundle/Contents/Info.plist Now builds sucessfully.1.3KViews1like1CommentPassthrough 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.1KViews0likes3CommentsREPORT THE SAME BUG that LOCKED OUT your ABILITY TO REPORT the bug?
How do you REPORT THE SAME BUG that LOCKED OUT your ABILITY TO REPORT the bug? That's the absurd situation I'm in now. Facebook Account Compromise -> Oculus Support with Valid Serial Number -> Month Long Investigation -> Reactivated -> Year of Nightmare Repair and Cybersecurity Integrity Tightening -> Software Trips Up Old Inaccurate Database Record -> Repeat -> Meta Support and EMail back to Last Year's Thread Now Dismissive Not Their Department I wasn't even posting anything, and it'd be a pretty extraordinary find for a new more isolated updated computer, new smartphone, etc, with FIDO/YubiKey 2FA, to have everything necessary to post as me without me being able to still prove who I really am. This isn't move fast, or breaking things. After a year of this nightmare, this is just utter incompetence. https://www.linkedin.com/feed/update/urn:li:activity:7138303413167046656/ https://www.linkedin.com/feed/update/urn:li:share:7138089002615640064 https://community.openmr.com/t/vr-future-facebook-edition/41328 Please keep in mind I am already not just arguably a VR community influencer, but I regularly interact with the most prominent VR influencers, and among other things, I have been an essential volunteer at many of Pimax's events. I will be attending CES this year, and I will be on camera with many such persons as Kevin Henderson and Martin "SweViver", and I will be following up with them to ensure the dangers I see Facebook continuing to pose with such a total support absence are addressed. As well as other ways I can follow up. I am considering legal representation, as I believe I can see clear legal implications with wider policy and ethical implications given the unreasonable and unnecessary length of time, and the amount of damage, this has caused and causes me personally and professionally.844Views0likes0CommentsSearch privacy
Search privacy which i mean to searching privancy, i want to know can we built a software which shows us who searching apps and who making think about apps. For example, a person A is searching about meta now by search privacy we can see what the person is searching for us, which thing he want to know about us.722Views0likes0Comments