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)25Views0likes0CommentsRequest 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)30Views0likes1CommentMeta 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 :86Views0likes3CommentsMQPro 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.136Views1like1CommentHow to remove snap interctor from the snap interactable?
My cube with the snap interactor snaps just fine to the snap interactable, but when I try to grab and remove my cube, the position transforms weirdly as if it was still connected to the snap interactable. I am sure I have set up my scene fine. Has anyone had a similar issue before?61Views0likes1Comment[Unity] App launch stuck in lock screen if the device is sleeping
I'm encountering an odd issue when launching my Unity app on Quest 2 using the "Build & Run" option with "Development Build" enabled. If the headset is in sleep mode during deployment, and I put it on after Unity reports the build as successful, the Quest lock screen appears but the controllers are invisible. Despite the controllers not being visible, I can still feel haptic feedback when moving my hands around, indicating that input is registering. However, since I can't see or interact with the lock screen properly, I'm stuck. The only workarounds I've found are either to manually stop the app via MQDH, which then makes the controllers visible again on the lock screen, or to wear the headset while Unity is launching the app, ensuring the device stays awake: in which case the app launches and runs normally. I am not sure If this is issue with Unity or Oculus. I am using: Headset: Quest 2 v78.1027 Unity: v6.0 (6000.0.53f1) XR-Management-Toolkit: v3.0.8 (Oculus checked in plugin-provider) Controller and XR-Rig configuration are all from Unity XR Assets and Utilities. This issue also occurs if, after the app has launched, I remove the headset for a few minutes. When I put it back on, the lock screen appears, but the controllers are no longer able to interact with it.118Views1like4CommentsHow to properly set up an AR/XR Unity project for Meta Quest 3 to get past the 3 dots loading screen
I am developing a Meta Quest 3 (v74 for my OS with SDKs version being the lates the time of writing - v72) application in Unity 6 41f1 (and 29f1), where I currently struggle to get the application working past the loading screen (the 3 dots) in on the apk, while in the editor it just works, hovewer I would like to access functions that are not available in the player and even then my target platform in the Meta Quest 3 standalone platform. While running adb logcat -s Unity the result I get this log lines which peek my curiosity: W OpenXR : xrGetVulkanGraphicsDevice2KHR: Called twice. OpenXR : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_FOCUSED -> XR_SESSION_STATE_VISIBLE OpenXR : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_VISIBLE -> XR_SESSION_STATE_SYNCHRONIZED OpenXR : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_SYNCHRONIZED -> XR_SESSION_STATE_STOPPING Handle cmd APP_CMD_WINDOW_INSETS_CHANGED(17) Handle cmd APP_CMD_GAINED_FOCUS(7) Handle cmd APP_CMD_LOST_FOCUS(8) Handle cmd APP_CMD_PAUSE(14) Handle cmd APP_CMD_RESUME(12) Handle cmd APP_CMD_STOP(15) 03-10 10:29:46.300 7012 7044 W Unity : Orientation Listener cannot detect orientation. 03-10 10:29:47.098 7012 7044 W Unity : Your project uses a scriptable render pipeline. You can use Camera.stereoTargetEye only with the built-in renderer. 03-10 10:29:49.306 7012 7044 I Unity : Handle cmd APP_CMD_LOW_MEMORY(10) 03-10 10:29:46.301 7012 7044 I Unity : Handle cmd APP_CMD_LOST_FOCUS(8) 03-10 10:29:46.301 7012 7044 I Unity : Handle cmd APP_CMD_GAINED_FOCUS(7) 03-10 10:29:46.301 7012 7044 I Unity : Handle cmd APP_CMD_PAUSE(14) 03-10 10:29:46.301 7012 7044 I Unity : Handle cmd APP_CMD_RESUME(12) (Being paused and resumed repeatedly - run without focus is enabled) xrEndFrame frameTransaction failure detected, might due to compositor frame blocking, swapchains not marked as used-in-frame 2270 The number 2270 is arbitrary and you could insert any other number instead of this. I am asking if there is an extended documentation and what version of the Unity Editor to use, to work with the development of XR/AR applications with the latest possible feature set without any errors? I am interested in usage of the scene semantic classificators and the upcoming camera API.Solved423Views1like2Commentsupdated metaXR-all-in-one xr sdk from v67 to v77. associated script cannot be loaded
I have updated metaXR all in one sdk from version 67 to v77 latest. I'm using unity 2022.3.21f1. Lots of files used in the project is having problem. should i revert to the last used version? What i have done to fix this? after updating i got this issue "OVRProjectConfig exists but could not be loaded. Config values may not be available until restart." first deleted the package cache folder under library. and restarted unity to regenerate those files incase if any package is causing issue. also deleted the OculusProjectConfig.asset file under oculus directory in assets. it got regenerat I restarted the unity editor. now i'm getting this earlier issue can anyone look into this issue. Thanks in advance. tdmowrer​ any idea?160Views0likes2Comments