Studio made AI's memory (EDITED FOR CLARITY)
So I've been using my own personal AI made with Studios for a while now, but the memory settings is very new to me (apparently it just now got released in my country). I... Don't know how it works? Apparently it'll just save memories through the conversation, which is great but I haven't seen that happen a single time. Not even when I said "remember this" or "save this memory", french or english, didn't seem to change a thing. How does the AI know what's worth saving as a memory? What if you want it to remember something specific? Is my app just broken? Do I just need to wait for further updates? Please help146Views0likes3CommentsImmersive Debugger spams error message
Hello Community, i try to use the Immersive Debugger in a Unity 6 project. But i do not get to manage that the following error message disappear: "In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None." My guess is, that the error appears because of the debugger itself. The error will not be printed in the Unity Log if i start the application with the Simulator (but it will also appear in the Immersive Debugger Log). Has someone an idea whats wrong?2.7KViews7likes14CommentsOVR Plugin failure for detection space / importing Room-Data into Unity
Since you, MetaStoreHelp, are clearly ignoring my post in the Unity VR Developer forum and my direct messages as well, I will ask this here again: I want to use the Room-Setup feature from the Quest 3 in Unity in Mixed Reality. I get an error for importing the transform-data for the gameobjects of the Quest 3-defined room in Unity. All of the walls and room objects are at (0,0,0) with no additional rotation and I get this error: [OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11831 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302) It seems to be an issue that is unique to my PC, but I can not figure out why and where the issue is. We tried the same scene and multiple other with the room model or the new MR Utility Kit in it, and we don't know what is different in my system. We already tried uninstalling all of Unity, Meta and Oculus desktop and cleaning the registry / Appdata. It works on different PCs with the same Headset, it also works on different PCs when I am logged in into Unity and Oculus Desktop. We also switched out the Cable, the Headset and the USB-C port. We also deactivated all of Windows Defender and disconnected the PC from the Web. Everything needed in Unity is activated, as well as Developermode on the Quest and in Oculus Desktop. This should not be the issue, since the same project works on other PCs. The Setup is: 13th Gen Intel(R) Core(TM) i9-13900K 3.00 GHz 32.0 GB DDR5 Nvidia RTX4090 Windows 10 Pro Version 22H2 OS build 19045.3930Solved7KViews0likes11CommentsOpenXR error XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB in build when Mixed Reality scene loaded
Hi, I am getting spammed by the following error after I load my mixed reality scene (room) via the OVRSceneManager.cs [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11311 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:318) The mixed Reality room seems to load fine (mostly), and I am able to localize all anchors, but logcat is being spammed by the error. Not sure it's related, but also getting this error often: AnchorManagerHelpers: The tracked root node uuids are different?! 0efe69dd-c03e-a729-a4b2-3108ac493f34 - 00000000-0000-0000-0000-000000000000 Any ideas how to get rid of the error, please? Thank you. Unity 2021.3.25f1, Oculus integration v56.0, OpenXR Plugin 1.7.0, Oculus XR Plugin 3.3.0 Quest 2 and Quest Pro1.1KViews1like1Comment.apk works when sideloading, but can't be uploaded to Applab
Hey there, I have a game on AppLab built with Unity that was initially released about a year ago. Recently I've been trying to upload an update with minor fixes using MQDH but all I get is an "Upload Failed" message with the text "The build you were trying to upload has failed. Build Upload Error - an error has occured for app id: 4879[...]". I CAN just sideload the apk via the "Device Manager" tab of MQDH and everything works fine on my Quest 2, which makes me think that the apk itself is okay. Plus, the error is exactly the same when I disconnect from the internet before trying the upload, so my guess is that the apk fails some internal check *before* it is sent to the server, but unfortunately, the error message is not very informative as to where the problem is located. I only remember changing the Minimum API level and the Build Name and Build Code in Unity, everything else is pretty much the same as with the version I uploaded a year ago without problems. I have tried multiple builds with minor changes and have tried uploading with different MQDH versions over a period of several weeks. Does anybody know this problem? Is there a way to contact a Meta engineer and have them take a look at the apk? Are there any known workarounds? How would you narrow down the error? Very thankful for any help and suggestions! Cheers, Felix PS: I posted this issue before in the Tools Feedback Forum, but I think this here is a more appropriate place.Solved1.9KViews0likes3CommentsMeta Quest Pro: How to use Eye Tracking with Oculus Link in Unity
Hello! I have a Meta Quest Pro pro device and am interested in using the eye tracking feature over Oculus Link on a Windows host machine while developing in Unity. However while I'm able to get hand tracking working over Oculus Link - the eye tracking fails to initialize even with permissions enabled. This is a scene that works as expected when deploying an Android build to the device directly. It logs this when trying to start the app with the Oculus Link: "[OVREyeGaze] Failed to start eye tracking." When adding log statements in the project I see that the "OVRP_1_78_0.ovrp_StartEyeTracking()" function (and therefore "OVRPlugin.StartEyeTracking()") is returning a failure but I'm not sure how to see the error: if (!OVRPlugin.StartEyeTracking()) { Debug.LogWarning($"[{nameof(OVREyeGaze)}] Failed to start eye tracking."); return false; } I've seen other posts displaying beta eye tracking support in the Oculus app but I no longer see those options in the latest version of the app. Is it still possible to do eye tracking over Oculus link? Are there extra steps required to enable it? Here are the versions of my software and packages: - Unity Version - 2021.3.16 f1 - Oculus App Version - 53.0.0.98.132 - Windows Version - Windows 11 - Unity Oculus XR Package - 3.2.2 - Unity OpenXR Package - 1.5.3 Thank you!3.1KViews1like1CommentEdit APP(Error Code 1675030)
Has anyone encountered this problem? Why does an error occur when editing data and clicking Save? An Error Occurred! Send message Query error: An error occurred while executing the query. Error Code 1675030 Trace ID B/KoOEQWTQS, How to solve this problem?644Views0likes2CommentsThis application requires the Windows App Runtime
Hi there: I'm excited to try the Meta Spatial Editor. I got it to install just fine in Mac but am receiving an error in Windows. Specifically, "This application requires the Windows App Runtime Verion 1.5." (see attached). I've gone to the link, installed 1.5 and 1.6. I still receive this error. I'm not sure if anyone else is experiencing this. Any help is gratefully appreciated!Solved3.1KViews0likes6CommentsImmutable folders in Interaction Packages
I have a lot of issues with immutable folders in the new Meta SDK packages. I tried different things to but the error keeps coming back in different projects. I first installed Meta Core SDK, I installed 4 building blocks. XR rig, passthrough, controller and hands building block. After this I imported the Meta interaction SDK and get this error: Saving Prefab to immutable folder is not allowed: Packages/com.meta.xr.sdk.interaction.ovr/Editor/Blocks/Interactors/Prefabs/[BB] Hand Ray.prefab UnityEditor.EditorApplication:Internal_CallGlobalEventHandler () This is driving me crazy, I tried different ways, even deleting the packagecache but it keeps coming back.Solved7.5KViews3likes9CommentsUnreal manifest issues
I'm trying to upload my apk through the meta developer hub and im getting the errors The focus aware manifest meta-data tag must be set with required="true". More information can be found here: https://developer.oculus.com/distribute/vrc-quest-input-4/ Missing <category android:name="com.oculus.intent.category.*> in AndroidManifest.xml. The <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> attribute is required for this platform in AndroidManifest.xml I have looked into the project settings and inside of the meta xr plugin I have focus aware checked but its greyed out and not pushing to the manifest, I also dont understand why the headtracking feature is no longer pushing to the manifest either as It should. I am on the new oculus 5.2 branch and the newest meta plugin, any help or ideas would be greatly appreciated.1.3KViews0likes1Comment