not receiving a gorilla tag plushie code
i checked my emails and gmails every day i even refreshed my emails/gmails and i updated every thing and i did not get a code or the plushie i was bummed for weeks and im still sad i need help getting the code i checked everything and its not there if i ever do get it it would mean alot or if i got help and received the code it would mean a lot my birthday even passed and i still hadn't got it ive been sad for days and my friends received there codes and there plushie it was really hard not getting a code pleaseSolved11KViews2likes23CommentsHow to geometrically align a 3D model to real furniture?
For my video-see-through AR application I want a model to automatically be placed on the biggest found table surface. I achieved the first step: The model is correctly positioned at the table center. However, the orientationis not correct. I want the model to "lie down" on the table, means laying on the back, facing up, while the longest side of the model is orientated just as the longest side of the table - see the following pictures: After a very long time trying, I could not figure out how to align the model correctly. If you have any idea/hint/ or clue I could try, please let me know. Used Asset for testing: Low Poly Human I added an Empty (called ModelPlacer) where I added the script (see below) and pulled this asset in the modelInstance field. Used Meta XR Building Blocks: Camera Rig Passthrough MR Utility Kit Scene Debugger Effect Mesh Hand Tracking Controller Tracking Technical Specifications: Unity 2022.3.50f1 VR-Glasses: Meta Quest 3 Meta MR Utility Kit Code: using Meta.XR.MRUtilityKit; using System.Collections; using System.Collections.Generic; using UnityEngine; public class ModelPlacer : MonoBehaviour { public GameObject modelPrefab; private GameObject modelInstance; void Start() { MRUK.Instance?.RegisterSceneLoadedCallback(OnSceneLoaded); } private void OnSceneLoaded() { SpawnModel(); AlignModelWithSurface(); } public void SpawnModel() { Vector3 spawnPosition = new Vector3(0.0f, 1.0f, -1.0f); modelInstance = Instantiate(modelPrefab, spawnPosition, Quaternion.identity); } public void AlignModelWithSurface() { var largestSurface = MRUK.Instance?.GetCurrentRoom()?.FindLargestSurface(MRUKAnchor.SceneLabels.TABLE); if (modelInstance != null) { if (largestSurface != null) { modelInstance.transform.SetParent(largestSurface.transform); Renderer modelRenderer = modelInstance.GetComponent<Renderer>(); modelInstance.transform.rotation = Quaternion.Euler(-90, 0, 0); Vector3 modelCenter = modelRenderer.bounds.center; Vector3 surfaceCenter = largestSurface.transform.position; Vector3 positionOffset = surfaceCenter - modelCenter; Vector3 adjustedPosition = modelInstance.transform.position + positionOffset; modelInstance.transform.position = adjustedPosition; } else { Debug.LogWarning("No surface found."); } } else { Debug.LogWarning("modelInstance is null."); } } }851Views0likes3CommentsQuest 2/3 get headset and controllers battery level
I'm wondering if anyone here has experience or insights into how I can retrieve the battery level of the headset and controllers programmatically? I've looked through the Oculus documentation and various forums, but I haven't found a clear solution yet. If anyone has tackled this before or has any pointers on where to start, I'd greatly appreciate your help!1.5KViews1like4CommentsUnity app doesn't track predictions correctly
I have an app that is in Unity that is supposed to track my Predictions(ms) but it just displays zero on my headset. Here is my code below: csharp using UnityEngine; using TMPro; public class GetPredAmount : MonoBehaviour { public TMP_Text textComponent; void Start() { } void Update() { var metrics = OVRMetricsToolSDK.Instance.GetLatestMetricsSnapshot(); if (metrics != null && metrics.HasValue) { textComponent.text = metrics.Value.average_prediction_milliseconds.ToString(); } else { textComponent.text = "Metrics not available"; } } } I am using the OVR Metrics Tool unity package524Views0likes0CommentsTroubleshooting LoadSceneFromDevice() Issues in MRUK 65.0.0: Inconsistent Behavior with Quest Link a
I have noticed that the LoadSceneFromDevice() function in MRUK 65.0.0 does not work. However, strangely, it works when using the Synthetic Environment Server in the Meta XR Simulator. It only fails when running from the Unity Editor while the Quest is connected to the PC via Quest Link. However, if I check the "Load Scene On Startup" option in MRUK and execute LoadSceneFromDevice() from MRUK, it works. It only fails when I call LoadSceneFromDevice() from my script. These functions worked without any issues in MRUK 64.0.0. Why is this happening? I can't understand it.751Views0likes0CommentsUserAgeCategory Error
Two of our developers got a error in the "UserAgeCategory.Get().OnComplete" callback that just said "400". I can't find anything about what this error message could indicate. Doesn't seem to happen to me I think I'm the only one who "Owns" the game The other are invited to separate branches (not sure if that counts as owning, as it passes the entitlement check), so I'm wondering if this has something to do with developer accounts or something else?514Views0likes0CommentsLog in with the Meta user account using PCLink to use Shared Spatial Anchor
Hello, We are developing an app in Unity using the Meta SDK. So far, we have implemented Shared Spatial Anchors, and they work fine when we build the project for Android. We are now trying to build the app for Windows and connect a computer with a Meta Quest 3 device. However, we are unable to log in to the app with Meta. We attempt to log in with the Meta account in the app using the following code: Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); We would like to know if it is possible to log in with the Meta user account using PCLink. If so, does it require any extra configuration? Thank you very much.1.1KViews0likes0CommentsPairing issue (headset not found) Oculus Quest
Hi guys, I am desperate, my oculus Quest simply does not pairing with the app (the code is right). I've tried everything, including contacting support. Is anyone going through the same problem? *Refund or unity change is not an option for me, I'm in Brazil.45KViews5likes16CommentsQuestion about overiting a current 'oculussing' number with a new new one
I am using my Universities Gear VR Headset and Phone for my Unity project. I have that specific phone's 'oculussing' code/number in my Unity folder. So when I Graduate, and have to give the University their Gear VR Headset and Phone back I will have to buy my own. So for Unity to build the project's on the new Phone/Gear VR I purchase, do I just need to find the new 'oculussing' code online, and just copy and paste that over the old code (University phone) for it to work? Is it as easy as that? As I had a stressful time setting it up all from the beginning so hopefully I dont need to do all that again if its just the code that I need? Thanks! :)685Views0likes1Comment