Meta XR Audio Plugin for FMOD Setup
I am trying to follow this page: https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-fmod-req-setup/ But it's leaving out a pretty important step when it comes to Quest development. There's a section called Copy the plugin to the Unity Project Which links to a page from FMOD, that has nothing to do with the specific Meta plugin setup. I have FMOD working for Windows, but specifically for Quest I get an error the plugin is not loaded 06-13 12:25:58.205 2686 2743 E Unity : SystemNotInitializedException: [FMOD] Initialization failed : Loading plugin 'libMetaXRAudioFMOD' from 'liblibMetaXRAudioFMOD.so' : ERR_FILE_NOTFOUND : File not found. 06-13 12:25:58.205 2686 2743 E Unity : at FMODUnity.RuntimeManager.get_Instance () [0x00000] in <00000000000000000000000000000000>:0 I attached a picture of my FMOD Settings, the location of the plugin, and the plugin inspector. Where the documentation falls part, is what do I put in the FMOD settings that it correctly loads the plugin on Quest?1.1KViews0likes1CommentVirtual Keyboard
I have a problem using the meta sdk virtual keyboard in Unity. When the OVRCameraRig is set to Eye Level, the Meta SDK virtual keyboard works fine. However, when it is set to Floor Level, the raycaster and hands don't work properly when pointing at the keyboard. If I press on the canvas or other objects, the raycaster and hands are positioned correctly, so I believe the problem lies in how the keyboard's inputs are set.Solved1KViews1like2CommentsI can't start the application with my Meta Avatar created
I created my scene in Unity following the documentation, everything is working right down to the building blocks. I imported the buildingblocks avatar into the scene and it works when I run it with my oculus, but I can't bring in My Avatar created in the Meta account. How can I launch the application with my avatar instead of the default avatar?834Views0likes2CommentsOculus Quest not recording audio if using Fmod
We have implemented FMOD plugin in Unity for audio. The game functions well and sounds can be heard in HMD. However, as soon as i turn on screen recording in headset, the audio can no longer be heard. This issue was not present previously. We believe this started happening after recent Meta auto update. We are currently clueless on what causes and how to solve it. We have tried reverting back to Unity audio and it works fine there. So we can confirm that it only happening using the plugin. Any leads on what causes and how we can rectify this issue will be helpful. Thank you.Solved1.7KViews1like4CommentsUnity SharedSpaces sample not working for me
Hello! I did all the step of Unity SharedSpaces Sample except the Oculus Application Configuration. But when I'm install to my Quest 2 and open the app then notthing happen, just a blank space like this Can anyone help me please ? Thank you so much602Views1like1CommentGame crashes when recording (If relating to logs)
Like 28 peoples game crashed due to an error: android_crash:android.app.BackgroundServiceStartNotAllowedException:com.oculus.vrapi.ScreenCaptureHelper.advertiseStreamablePackage Stack Trace java.lang.Error: FATAL EXCEPTION [Thread-3] Unity version : 2021.3.25f1 Device model : Oculus Quest Device fingerprint: oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50500320057200150:user/release-keys Build Type : Release Scripting Backend : IL2CPP ABI : arm64-v8a Strip Engine Code : true Caused by: android.app.BackgroundServiceStartNotAllowedException: Not allowed to start service Intent { act=SET_METACAM_PACKAGE_NAME cmp=com.oculus.metacam/.capture.CaptureService (has extras) }: app is in background uid UidRecord{c77b0c3 u0a93 CEM bg:+1m47s574ms idle change:idle procs:0 seq(0,0,0)} at android.app.ContextImpl.startServiceCommon(ContextImpl.java:1870) at android.app.ContextImpl.startService(ContextImpl.java:1826) at android.content.ContextWrapper.startService(ContextWrapper.java:776) at com.oculus.vrapi.ScreenCaptureHelper.advertiseStreamablePackage(:47) Any thoughts?726Views1like0Commentshow to track headset rotation/tilt?
i am trying to track the rotation/tilt of the vr headset, and preform an action depending on the distance of the tilt after pushing in a button on the controller. lets say you press in a button on the controller and then tilt your head forward. i need to track the difference of the head tilt along the x axis from 0 to however far they tilt from the time they press in the button to when they release. so i am thinking something like this: get default/even/non-tilted rotation and set a value of 0 bool triggerPressed = OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger); if (triggerPressed){ then track the tilt/rotation difference on x axis and the same for y axis if (the x > 0){ do something } if (the x < 0){ do something else } } i probably messed up the syntax there but you get what i mean. anyone have any idea how to track that tilt?2.6KViews0likes3CommentsHow does an object(nearest to player) detect that the headset viewing line is within its boundaries
I know you're all familiar with how in Oculus home or some other calibration thing or in Farlands....a dot is placed on the objects that are in alignement with the center view of the headset and you can interact with those objects or creatures. Well i want to know how to do a similar thing for my game. How does an object detect that the headset viewing line is within it's boundaries. NOTE that i would surround small things with invisible gameobjects as detectors. But anyway, if my center view HITS that detector then that means i can have some interaction with that object. But i only want it on the nearest to me or top most thing. I don't want several items to be affected. So for example look at a switch on the wall and it detects if you look at it( at the gameobject cube thta i'm going to surround it with) and once that happens i can press a Button on the xbox controller and can switch light on or off. Same with a lamp, same with a TV etc. So what's the method/ that tells and object "yes I'm in alignment with you i'm looking at you" In genal terms i would do this for a switch if( lightSwitchdetector is in alignment with view of headset center line AND player is close to lightdetectorswitch) then if user presses xbox button toggle light on or OFF.Solved1KViews0likes2Comments