Controller-Driven Hand (Capsense) v66 is broken.
I have been trying to implement Capsense or controller-driven hands for four days, but I have not been successful. Initially, I worked with version 65 of the Meta XR SDK, but nothing seemed to work despite my best efforts. When version 66 was released, I hoped that the Capsense issues were fixed, so I updated to version 66 and imported the samples from the Meta XR Core SDK. Interestingly, even the sample scene "ControllerDrivenHandPoses" provided by the developers does not work correctly-the hands do not appear. My goal is to use controllers while displaying hands and their animations simultaneously. Currently, when I use the controller, my hands disappear. Even if I set the hands to always show, they appear but the controllers do not work to move the player. I am seeking help to resolve this problem. If anyone knows the solution, please let me know.2.5KViews0likes9CommentsUnity Editor keeps crashing because Meta XR SDK is using up all system memory
I'm so confused! I remove the package, and my system memory is back to normal, but as soon as I reinstall it, after ~5 minutes, my whole PC crashes because both my System and virtual memory are full. Does this happen to anyone else? Thanks!767Views0likes2CommentsIntermittent Issue with Play Mode and Meta XR Simulator in Unity on a Specific Project
Hello everyone, I'm experiencing a peculiar problem with a Unity project that uses Meta XR. The Play Mode stops working intermittently in this particular project. I don't receive any error messages in the console; when I initiate Play Mode, Unity attempts to load the scene on my Meta Quest headset, but nothing happens. Details of the Problem: The issue occurs only in this project. Another project with similar configurations works perfectly on my PC. I haven't made any changes to the environment, Unity settings, or the project before the problem appeared. The behavior is intermittent: sometimes it works after restarting Unity, but then it stops working again without any apparent reason. The Meta XR Simulator emulator also doesn't work in this project. When I try to use the simulator, it doesn't respond or show any activity. The project runs without issues on other PCs, which suggests it's something specific to my environment or settings in this project. What I've Tried So Far: Restarted Unity and my PC. Verified that all packages and plugins are up to date and properly installed. Compared the project settings with those of other projects that are working. Checked for any hidden error messages in the logs. Additional Information: I'm using Unity version 2022.3.13f1 The Meta Quest headset is properly connected and works with other projects. There's no third-party software (like antivirus or firewalls) blocking the connection. Has anyone encountered a similar issue or have any ideas on what might be causing this behavior? Any suggestions or advice would be greatly appreciated. Thank you in advance for your help!796Views0likes2CommentsMeta XR simulator's UI doesn't show up
I am currently using the latest meta SDK package 68.0. My Unity editor's version is 2022.3.49. I have finished most of the setup excepting really connect my unity with a VR headset I try to run my XR simulator inside my unity editor but the only thing showed up is the Synthetic environmentServer with a default room image (no UI, no controller just static image). I have finished most of the setup following the official documentation excepting really connect my unity with a VR headset. Is this the problem why I can not open it?? Pls help me 🙏 tks yall565Views0likes1CommentDelay in Passthrough Camera Feed Versus Virtual World in Unity with XR All-in-One Plugin
0 I am developing a mixed reality application in Unity using the XR All-in-One plugin from the Unity Store with a target device being the Quest 3. I've successfully integrated the RigCamera, Hands, and Controllers tracking, as well as enabled passthrough using BuildingBlocks. However, I'm experiencing a noticeable delay in the passthrough feed from the real world — about half a second — while the virtual world interactions remain at full speed, causing a mismatch between the two. Steps I've taken so far: Ensured all configurations in 'Project Settings -> Meta XR' are correct. Updated the project settings for Android build. Tested with Unity version 2022.3.20f1 LTS, as recommended by Meta. Enabled passthrough in the Oculus properties app I've also recorded a video demonstrating the issue. You can see how the virtual hands or/and controller react immediately when I move in the real world. However, the passthrough is really slow, causing this mismatch I have been talking about. Does anyone know how to synchronize the passthrough feed with the virtual world and eliminate this delay? Any advice or insights would be greatly appreciated as I am really lost where the problem is coming from.1.5KViews2likes3CommentsIssue with Sharing Spatial Anchors in Meta XR SDK v. 66
Hello, I am encountering an issue with spatial anchors in my application using Meta XR SDK v. 66 on Quest 3. My application allows one user to create a spatial anchor and share it with other users in the session. However, the users who receive the shared spatial anchor are unable to share the same anchor using ShareAsync, despite successfully loading (LoadUnboundSharedAnchorsAsync) and saving (SaveAnchorsAsync) the anchor beforehand. Previously, with Meta XR SDK v. 60, I could do this without any issues by saving the anchor to the cloud before sharing using the now obsolete method: OVRSpatialAnchor.SaveOptions saveOptions; saveOptions.Storage = OVRSpace.StorageLocation.Cloud; _spatialAnchor.Save(saveOptions, (spatialAnchor, isSuccessful) => { ... }); Since updating to Meta XR SDK v. 66 and the latest Quest 3 software, and switching to the new async SSA methods, only the user who originally created the anchor can share it. For other users, the OVRSpatialAnchor.ShareAsync method fails with error code -1006. Here is a summary of the steps I am following: User A creates a spatial anchor and saves it using OVRSpatialAnchor.SaveAnchorsAsync. User A shares the anchor using OVRSpatialAnchor.ShareAsync. User B receives and successfully loads the shared anchor using OVRSpatialAnchor.LoadUnboundSharedAnchorsAsync. User B successfully saves the anchor using OVRSpatialAnchor.SaveAnchorsAsync. User B attempts to share the anchor but OVRSpatialAnchor.ShareAsync fails with error code -1006. I have verified that I am correctly adding the OVRSpaceUsers when sharing the anchors. The app has also been correctly configured on Oculus Developer Dashboard, and Share Point Cloud Data is enabled on all devices. Any guidance or solutions to resolve this issue would be greatly appreciated. Thank you!1.7KViews2likes3CommentsIs there an easy way of getting a 2d "play area boundary" from a Quest 3 room scan?
Is there an easy way of getting a 2d "play area boundary" from a Quest 3 room scan? In other words, is there a way of using the information in the room scan to define a floor area that is safe for the player to move around on? I am trying to make a VR app that generates a maze within a play area that a user can safely physically walk through. I know that there are API's that make spawning things in an open area, or AI navigation possible, so I assume this is possible. But is there an easy way of doing this? I imagine I could use the Unity Scene API to get information about the walls and furniture which I can then use to get a 2d area that would be safe for a player to walk around in. But before I spent a lot of time trying to do this, I thought I would ask if anyone knows if there is an API or something that provides an easier/more direct way of getting this information.613Views0likes1CommentUnity Meta XR Virtual Keyboard Interaction Not Working
Hi all, I have a problem with the virtual keyboard in Unity Meta XR. It appears to record no interactions. I've made sure my project settings comply with the rules and that all necessary packages are up to current. Has this issue been experienced by anyone else? Any ideas on how to resolve this? Thanks in advance for your help.574Views0likes0Comments