QR code recognition is not working properly on the new version of Meta Quest.
I recently updated my Quest 3 to version v83, and since then, the app that handles QR code recognition has stopped working correctly. I tried reinstalling the app and a few other basic troubleshooting steps, but it still fails to recognize any QR codes. Is anyone else experiencing the same issue with v83? If someone has found a solution or workaround, I would really appreciate hearing how you resolved it.Resetting the rotation of a OneGrapRotationTransformer
In case someone is struggling to reset the rotation of a Transform which is controlled by a OneGrabRotationTransformer, the only way I've found to achieve that is what's done in this post: Reset a "One grab rotate transformer" | Meta Community Forums - 1269247. TLDR; Create your own OneGrabRotateTransformer, and implement the login in it's EndTransform-method, where you'll be able to fully reset the internal state of the transformer. public void EndTransform() { var targetTransform = _grabbable.Transform; targetTransform.localEulerAngles = Vector3.zero; _relativeAngle = 0.0f; _constrainedRelativeAngle = 0.0f; } I'm hoping this gets support in the SDK...SolvedGetting Analog Values from Joysticks in Spatial SDK Native Android App
Hi, I am trying to create an app that can track the joystick push values as continuous values rather than discrete pushed/not pushed. I am using the Spatial SDK and it seems to only expose getters such as ButtonThumbLL which return an Int representing whether they were pressed or not. I saw a similar post about 4 months ago that was left unanswered: Interface of getting Controller joystick travel range | Meta Community Forums - 1336257. I am curious if anyone knows and idiomatic way of getting the continuous values of how far the joysticks are pushed. Thank you.207Views2likes6CommentsMeta Interaction SDK Version Mismatch in UE 5.7.4 (Requires MetaXR 1.233.0 but found 1.201.0)
I am currently working on a VR project using Unreal Engine 5.7.4 and am running into a version mismatch error between the Meta Interaction SDK and the Meta XR Plugin. The Issue: Upon launching the editor, I receive the following warning: “Meta Interaction SDK version '1.201.0' (v201) requires MetaXR Version '1.233.0' (v201) but found '1.201.0' (v169). Mismatched versions may result in unexpected behavior.” Current Setup: Engine Version: Unreal Engine 5.7.4 (Epic Games Launcher) Meta Interaction SDK: Version 1.201.0 Meta XR Plugin: Version 1.201.0 (reported as v169 by the engine/plugin) Despite both plugins showing as Version 1.201.0 in the Unreal Engine Plugins window, the Interaction SDK specifically requests Version 1.233.0 of the Meta XR plugin to maintain compatibility. Troubleshooting Steps Taken: Verified that both plugins are enabled in the Installed > Virtual Reality section. Updated DefaultBuildSettings to BuildSettingsVersion.V6 and IncludeOrderVersion to EngineIncludeOrderVersion.Latest in my .Target.cs files to ensure they align with UE 5.7 requirements. Attempted to find a standalone download for Meta XR 1.233.0, but the current Meta developer downloads page appears to package them differently. Any help or guidance on how to resolve this version discrepancy so I can utilize the Interaction SDK features safely would be greatly appreciated. Thank you!168Views1like1CommentAccessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.150Views1like0CommentsMeta SDK 83+ Teleport mess up
Hi i just wasted half a day on this. On the latest 83 SDK when you add the teleport building block, the controller only slides and does not emit a teleport ray. In previous sdk versions it worked out of the box. Apparently someone decided to change this, this is not mentioned in the documentation. I had to dissect the Interaction example to find this. In order to get back the old functionality, goto into the OVRInteractionComprehensive->...->LocomotionCOntrollerInteractorGroup and enable TeleportControllerInteractor, and or disable ControllerSliderInteractor. This can be done for both Left and Right Interactions. Look at the pic below. I really dont get why this has changed.123Views1like1Comment[Spatial SDK, Bug] 2D HitInfo from PointerEvents is wrong when interacting with 2D curved panels
Hi, I am using the Meta Spatial SDK to interact with Webviews and UIs within curved panels. While the cursor is correctly rendered by the IsdkDefaultCursorSystem, UI and web interactions do not intersect correctly leading to not being able to interact with curved panels since the HitInfo.textureCoordinate does not take in account the curvature of the panel clamping values erroneously. How to test and validate the issue: Use the AnimationsSample of the Meta SDK Samples, place UI buttons on corners of the main panel, switch to a curve panel and try to use the buttons. Expected behaviour: Independently of the curved panel curvature, reachable buttons should be usable when the cursor overlays it. Current behaviour: UI elements are non interactable when the curvature of the panels differs from flatness significantly. Source of the problem PointerEvent.HitInfo.textureCoordinate provided by the IsdkSystemNative.tick function are incorrect leading to misbehaviour for any subcomponent that rely on 2D coordinates such as the ones providing input to the Android View system and any UI element (i.e. IsdkSystem, IsdkInputListenerSystem). Note: SDK Systems such as the IsdkDefaultCursorSystem that rely directly on PointerEvent.HitInfo.position and PointerEvent.HitInfo.normal will present 2D information such as the Cursor correctly. Current workaround Override IsdkSystemNativeApi tick method and fix hitInfo.textureCoordinate computation when curved panel entities are detected94Views1like3CommentsQR tracking, Remove spawned object.
I want to remove or delete the spawned object after oculus detected qr code. So I added a button for close and add listener to that said button, the function works as below image. Which it is closed for about 1 second or less, and the object keep showing up automatically even I look away from the qr code. Does anyone have any suggestions what I should do? Thank you.108Views1like3CommentsGrabbed objects in Meta Interaction SDK move slightly ahead of the controller in Unity
Hi everyone, I’m working on a small VR throwing game in Unity 6000.0.56f1 using the Meta Core SDK and Meta Interaction SDK. When I grab a ball (with components like Grabbable and Distance Grab Interactable) and move my controller back and forth, the ball does not stay perfectly aligned with the controller. Interestingly, it doesn’t look like the ball lags behind the controller (which I’ve seen mentioned before). Instead, the ball actually seems to move slightly ahead of the controller’s movement — almost as if the controller is the one “catching up.” This happens even when I only use Grabbable and Distance Grab Interactable on the ball (no custom scripts), so it seems to come from the way the Interaction SDK handles grabbed objects. Has anyone run into this before? Could this be caused by the Rigidbody interpolation setting (Interpolate/Extrapolate) on the ball? Or by the “Kinematic While Selected” option in Grabbable? Is there a recommended way to make grabbed objects follow the controller more snappily without this “leading ahead” effect? Any insights or best practices would be greatly appreciated! Thanks in advance.Solved222Views1like4Comments