MQPro 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??93Views0likes4CommentsEnabling Facial Expressions on Networked Avatars
Hi all! I'm looking to enable face tracking for a multiplayer game I'm currently developing where each avatar is network instantiated. The current documentation explains how to set it up for local avatars. Is there any documentation available for networked instantiated avatars?4.4KViews0likes6CommentsMeta Quest Pro Eye Tracking Enabling Issue
I am working on an application that retrieves the eye position of a user by using collision of a surface with the OVRGazeRay. I was able to make it work and could retrieve the data points over the meta link to my computer. At some point I updated my Quest Pro and from then on it stopped working. The Movement SDK tells me that the eye tracking is enabled and working In addition to that the Meta XR project setup tool also tells me that there are no issues in my project. I have enabled eye tracking everywhere it needs to be and I did first send a build of the project to my quest to be able to enable eye tracking for the application in the meta quest pro and have verified that from then on it is enabled in the settings when using the meta link. In addition to the eye tracking using FixedUpdate (I doubled the frequency of the update) I also have an additional C# script taking controls from the controllers and interacting with a TextMeshProUGUI which is not used for collision detection (the two are hence separate). Everything seems to work just fine but somehow since the update I cannot retrieve the data anymore. Hence I asked the API directly if the eye tracking is enabled using (OVRPlugin.eyeTrackingEnabled) and this tells me that it is not enabled. This results from the following code if (OVRManager.isHmdPresent) { OVRPlugin.SystemHeadset headset = OVRPlugin.GetSystemHeadsetType(); UnityEngine.Debug.Log("Headset type: " + headset); bool eyeTrackingSupported = OVRPlugin.eyeTrackingSupported; bool eyeTrackingEnabled = OVRPlugin.eyeTrackingEnabled; UnityEngine.Debug.Log("Eye Tracking Supported: " + eyeTrackingSupported); UnityEngine.Debug.Log("Eye Tracking Enabled: " + eyeTrackingEnabled); if (eyeTrackingSupported && eyeTrackingEnabled) { UnityEngine.Debug.Log("Eye tracking is supported and enabled."); } else if(eyeTrackingSupported) { UnityEngine.Debug.LogWarning("Eye tracking is not enabled."); } else if (eyeTrackingEnabled) { UnityEngine.Debug.LogWarning("Eye tracking is not supported"); } else { UnityEngine.Debug.LogWarning("Eye tracking is not supported and not enabled."); } } Things I have already checked multiple times: - Developer Mode is enabled on the Meta App on my phone for the Meta Quest Pro - I did factory reset the meta quest pro multiple times - I am using 2022.3.35f1 LTS Unity which is compatible last time I checked with the movement sdk and the meta sdk. - I am using up-to-date versions on all my packages - Before the update I was able to retrieve the eye tracking data and I have verified that it matches the exact eye pattern. I also know that no collision is occuring as the eye gaze ray would change from white to red were it to collide with something. I have been trying to figure this out for weeks now and I really do not know what the problem is being caused by. I hope someone can help me. Thanks in advance.1.7KViews0likes3CommentsBug report - Half transparent materials leak Passthrough layer over solid objects
I am kindly asking the community for the help and Meta staff to take care of this bug report or redirect me to the better place to submit the bug report. Possible duplicate of: https://communityforums.atmeta.com/t5/Unity-VR-Development/Transparent-Materials-render-Passthrough-through-them-even/td-p/1060049 My setup is pretty much similar. Description: Semi-transparent unlit objects leak passthrough layer over the other objects in the scene. Most of the built-in transparent shaders (or similar like fade mode) are affected by the bug. Bonus: UI (and Sprite) shaders also have their own problems with passthrough and transparency - they leak the clear flags color instead. Bonus 2: I saw that the standard material with transparent mode is rendered over other objects as intended but invisible over the passthrough... Video link: https://drive.google.com/file/d/1IY28LuH17AACvX-IhW4aKclZlq_M-aix/view?usp=sharing Environment: - Meta Quest Pro - Unity 2021.3.25f1 - Oculus Integration SDK 54.1 (Package Manager - June 15, 2023) Steps to reproduce the bug: (0. You can fast-forward by downloading the scene I have created: https://github.com/ShivekXR/Passthrough-Transparency-Bug) 1. Follow the guide to create the basic scene (setup for Quest Pro): Tutorial - Create Your First VR App on Meta Quest Headset | Oculus Developers 2. Follow the guide to add the passthrough to the basic scene: Get Started with Passthrough | Oculus Developers 3. Add a semi-transparent object over another one using (standard / generic / built-in) unlit material. 4. Build and run the app and see the result (bug). Expected Result: Semi-transparent materials should be rendered over other objects in the scene. The solid objects behind them should block passthrough. Severity: Personally - I think 4 out 5. It doesn't crash the app, but makes passthrough visually unpleasant, confusing, not convincing effect. Any particle effect with opacity look bad by default.7.2KViews4likes9CommentsPassthrough camera data is not available on Quest 3 developing with Unity
Basically it is not possible to access the real time passthrough video from Quest 3 in Unity. Many devs among the internet think it is a crucial feature to be able to process to create incredible mixed reality apps with object recognition using machine learning. Nevertheless, it is not possible to access the real time video captured by quest 3 in unity. Here is a reddit post made by me where people are requesting this feature. Please, we need access to real time passthrough video in Unity or other engines.49KViews110likes109CommentsIssue with Oculus Quest Pro when setting up Unity Editor and ADB
Im trying to setup the Unity VR Preview for the Unity Editor on my Uni's PCs. Ive set up Oculus and the Linking works fine, but when I try to search in Unity I get an Error: Unauthorized device detected, please add debug authorization and reconnect. System.Threading._ThreadPoolWaitCallback () I also cant add the device in the Meta Developer Hub, even though I tried changing the targetet ADB to the unity Debugger4.6KViews0likes4CommentsAdditional Tongue Tracking BlendShapes
There are currently seven BlendShapes for tongue tracking which primarily only allow for inwards/outwards positioning. https://developer.oculus.com/documentation/unity/move-face-tracking/#face-blendshapes Some further implementation allowing for simple lateral left and right positioning would greatly improve the potential feature applications. Additional development could include both vertical and lateral manipulation, as well as morphing. This would be in similarity with competing HMD face tracking implementations.955Views2likes1CommentEnable hand and controller tracking at the same time.
Hi, I have a Oculus Quest Pro, and work on a Unity project that needs hand tracking and controller tracking for a physical object, but I can't enable hand and controller tracking at the same time. So I wonder is this possible? or is there any other ways to track a physical object using Oculus?12KViews5likes15CommentsQuest Pro Durability
Next time a top-tier headset is made, i dont want to have to regret not serendipitously swapping out my current one with another headset a little over a year and 3/4ths later. the side usbc port is sunken in because there was nothing to brace it to the housing and no other device that i’ve ever used since 2020 has had that issue. no spills on the headset, just gentle plugging and unplugging, and falling asleep with it on by accident here and there. I’ve used my headset almost every day since i bought it in 2023 and im so sad that its my most recent purchase of an every day use item and the first thing to fail significantly. not sure what to suggest about the controllers other than please make it harder for them to get things like dead skin from getting inside of the controller and sell replaceable magnets for the sticks on the site but also make the controllers modular. please account for this in the next installment of a top-tier headset packages378Views0likes0CommentsUnity Meta Quest App not getting Room Data of the device and always loads the prefab fallback
Hi there, I am facing an issue with my mixed reality app since i switched from the deprecated Room Mesh Controller to the "new" MR Utility Kit. The problem is, that the app is not getting the room data of my scanned room and directly loading one of the fallbacks inside the app, so the room data inside of app is completly different to my real rooms data. The "funny" thing is, that the app is always asking if i wanna setup a new room scan or continue with the existing and showing me the correct room scan i did before, but after accepting the room scan it still not taking the scan inside the app and keeps loading one of the prefabs. first of all, i am using the version 64 of the Meta SDK, because in the newer version 65 the feature got even buggier and it is not even showing the general necessary room setup and continues to the app without any prefab room setup lol And for those ones, who say: "just deactivate the Fallback case with the Prefabs inside the MRUK Component" I did exactly this and in that case the app starts without any room information so every object i spawn is falling threw the ground or the walls. I hope those are enough information, but in case just ask me if you need more and i'll try to answer as quick as i can. See ya and thank you :35.7KViews1like11Comments