Why does an MRUK Room sometimes get loaded at an angle?
I'm working on an AR app in Unity which makes used of the global mesh of the room I'm currently in. It seems that on rare occasions the whole room gets created/loaded at an angle. Not a rotation around the up-axis, but an actual tilt. I can easily detect that this happens, but from there on out I seem to be stuck. From what I can tell there is no API to go "hey, please attempt to reload the rooms again". I guess I could reload the scene, triggering a reload of the MRUK prefab, and see if that fixes things, but that's not ideal. So I guess my question is twofold. Is this a known bug/issue? How can I, when I detect this happens, cause a specific room to get "reloaded"? Unity Version: 6000.0.56f1 Current Meta Packages: 81.0.1 (Although the behaviour dates from well before that)66Views0likes1CommentHorizonOS v81 update broke Passthrough in startup Splash Screens
Hi folks, This is for a project in a C++ UE 5.5.3-0+oculus-5.5.3-release-1.109.0-v77.0 engine from official Oculus Branch. A recent update to Horizon OS, likely v81, seems to have changed the way Splash screens are handled to now send the user to a black void with particles and wisps flying by. This has created a big problem for our MR application in that now NO Passthrough is visible during splash, which is causing us to fail VRC (Functional.14). This was not an issue before this OS update. These are the settings and image (PNG with transparency) we are using: Even forcing bAutoEnabled to True in DefaultEngine.ini does not help: Setting to Black also gives the same result, which is the black void with a very low resolution proxy of the PNG we have: For reference, this was the behavior before the v81 update: We also scouted other MR apps and it seems they face similar situations (?) Any help is appreciated as we'd rather not request any waivers during our QA process. Thank you! -Sebastian108Views0likes1CommentMeta Depth API Question
I am trying to understand the accuracy of depth API for quest 3 under different conditions For that I want to be able to get the distance of the depth hit point from a fixed point let's say the centerEyeAnchor using the MRUK Raycast My question is where is the centerEyeAnchor placed w.r.t to the physical headset, what I understand is it is the user view so somewhere near the headset lenses, is there a specific number anybody knows or if you can point me to anywhere this offset from the actual physical sensors is mentioned! Thank You!48Views0likes2CommentsQuest link passthrough distorted in Unity (v81)
Since the meta quest link update, the passthrough has been distorted inside play mode in Unity, in build mode it works perfectly. It actually is rendering the outside world but super stretched and bugged. I have a AMD Gpu Radeon RX 5500MSolved66Views0likes1CommentUnity 6.2.7f2 Simple Lit Shadergraph bug - Opaque shader is transparent on SDK v77 and v78
From our testing, we have come to the conclusion that simple lit shadergraph materials are transparent when played in mixed reality games. I am attaching two previews of different materials applied to four cubes in the scene, and then viewed on a meta quest 3 passthrough mode. The cubes have different materials with different parent shadergraphs and are labelled as such: (from left) Lit shader graph Simple Lit shader graph Unlit Shader graph Hard coded lit shader As apparent from the image, the problem resides in any material using any simple lit shader graph, if: material overrides is enabled in shader graph material override specifically being used in materials is not necessary for this bug to appear. As far as our testing tells us, the render order is still respected as you cannot see the left most cube through the transparency of the simple lit cube. So they aren’t turning into transparent shader, just appearing as one. Testing: 6.1.3f1: The engine worked flawlessly but had to be upgraded to 6.2.7f2 due to the security issue 6.2.7f2: Simple lit shader graphs are transparent, even if created from scratch Meta SDK v77 and v78 for passthrough - Both flawed in Unity 6.2.7f2 and both working in 6.1.3f1 HMD is Quest 3 SDK is Meta All in one, and Meta Core34Views0likes0Comments