OpenXR HMD Track Input Error about the meta package of Unity
Phenomenon: After resetting the view, launch this game The Splash Image generates with incorrect Transform, then automatically moves to the center of the view Real-time detection of XRHMD's centerEyePosition and centerEyeRotation in InputSystem shows abnormal Raw Vector3 and Raw Quaternion values When resetting the view in-game via the meta button, XRHMD's centerEyePosition and centerEyeRotation in InputSystem return to normal values Devices and Versions: Consistently reproducible on Quest 2, Quest 3s, and Quest 3. (Suspected to be related to Meta device updates, as the April build did not exhibit this issue initially, but now the same problem occurs even when redownloading that build) Details: This offset error is not random—the same offset occurs every time the game is launched. (Resetting the view before launching the game or resetting in-game still carries this offset to the next session, and even adb uninstall does not resolve it.) The issue has not been observed in other games, but we have exhausted troubleshooting directions and cannot determine why this is happening. The bug cannot be reproduced when using PC streaming, making debugging extremely challenging. However, the issue is 100% reproducible when launching the APK directly on Meta devices. We would greatly appreciate any potential solutions!83Views0likes1CommentRemote Meta Avatar Loading with Invalid Access Token Locally
Hi, when a local user has an invalid access token and wants to load a remote avatar, that avatar is broken (head, arms are stuck). That thing should not happen because the remote user has an avatar and has a valid token as well. Therefore, the network info should be fine. However, I found that if local user has an invalid access token, the remote avatar is not loaded, it is replaced by the default one (broken). I found a workaround, just sending through the network properties the remote access token, but it's not a correct solution. Has anyone faced this issue? Thanks in advace for any help.1.5KViews0likes2CommentsBlurred lines on objects when rotating head in Quest HMD. Any best practices to resolve the issue?
Hello! We are developing a VR Unity project and running into an issue when viewing on Quest 3. When looking at an object and moving your head left to right, the object (especially text) shakes back and forth an excessive amount. We've dialed in aliasing, so this appears to be a separate & different issue. Environment is otherwise performing well, but when getting close to logos and moving left to right, there seems to be a refresh rate and/or frame rate drop. This does not happen at a distance - only when getting closer. Any best practices/thoughts would be greatly appreciated. Project Details: Target platform is Quest 2 and Quest 3 Unity 2022.3.7f1 with Android/UWP/Windows modules XR Interaction Kit XR Plug-in Management - Oculus Project Panel Settings (Images): Player settings Player Settings 01 - https://app.box.com/s/szl1eti3qka0xjdq7cus04ya0vgc4eez Player Settings 02 - https://app.box.com/s/xxah3833ce29gwfaz829ap6skdkkafuc Player Settings 03 - https://app.box.com/s/bovgmdvxiabguro8vxxigx023hhnmm7e Project Settings – Quality (with URP Performant inspector panel) - https://app.box.com/s/1rqd9sjfbobnlvck583uodllgndpq7hk Project Settings – XR Plug-in Management – Oculus Panel - https://app.box.com/s/4bfvv5kgtgrvzvljgu0s47v082ot0f6y Project Settings – Graphics Panel - https://app.box.com/s/5cwjl1g5v5lcujrmupcmkfunew0qiizt Inspector window of XR Interaction Setup Game Object’s Main Camera - https://app.box.com/s/rh8vsd4oqv7rk7ha7hhj32suwfmqg6jp918Views0likes1CommentVoiceMod in Quest 2
I have questions about using VoiceMod for the current Oculus Integration V50. I'm using Quest 2 and after downloading the Unity Package from the Unity Assets Store, I couldn't see the VoiceMod package included in the current release. The last version I could find information about it in the "OVRVoiceMod for Unity Integration Guide, Version 1.0.0". I think the DLL is not working properly for Quest 2. Does anyone know if exists a DLL compatible with Quest 2? Or an alternative? Thanks! Have a nice day!1.4KViews1like0CommentsUnity Oculus Build failed with IL2CPP
Building an oculus app with Unity 2020.x IL2CPP with target architecture arm64 failed for: Exception: Failed running "response.rsp" stdout: Fatal error in Unity CIL Linker System.InvalidOperationException: No action for the assembly TinCan, Version=1.3.0.0, Culture=neutral, PublicKeyToken=7e2d97554f738180 defined at Mono.Linker.AnnotationStore.GetAction(AssemblyDefinition assembly) at Mono.Linker.Steps.MarkStep.IsFullyPreserved(TypeDefinition type) at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference) at Mono.Linker.Steps.MarkStep.MarkField(FieldDefinition field) at Unity.Linker.Steps.Marking.MonoBehaviourMarking.MarkNeededFields(TypeDefinition type) at Unity.Linker.Steps.Marking.MonoBehaviourMarking.DoAdditionalTypeProcessing(TypeDefinition type) at Unity.Linker.Steps.UnityMarkStep.DoAdditionalTypeProcessing(TypeDefinition type) at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference) at Mono.Linker.Steps.MarkStep.MarkField(FieldDefinition field) at Mono.Linker.Steps.MarkStep.MarkEntireType(TypeDefinition type) at Mono.Linker.Steps.MarkStep.MarkEntireType(TypeDefinition type) at Mono.Linker.Steps.MarkStep.MarkEntireAssembly(AssemblyDefinition assembly) at Mono.Linker.Steps.MarkStep.InitializeAssembly(AssemblyDefinition assembly) at Unity.Linker.Steps.UnityMarkStep.InitializeAssembly(AssemblyDefinition assembly) at Mono.Linker.Steps.MarkStep.Initialize() at Mono.Linker.Steps.MarkStep.Process(LinkContext context) at Unity.Linker.Steps.UnityMarkStep.Process(LinkContext context) at Mono.Linker.Pipeline.ProcessStep(LinkContext context, IStep step) at Unity.Linker.UnityPipeline.ProcessStep(LinkContext context, IStep step) at Mono.Linker.Pipeline.Process(LinkContext context) at Unity.Linker.UnityDriver.UnityRun(ILogger customLogger) at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling(ILogger customLogger) at Unity.Linker.UnityDriver.RunDriver() Any Help? Thanks1KViews0likes0CommentsMeta Avatar - Failed Entitlement check 7 - user doesn't have app in library
HI, I made a side-loading build of an oculus app with meta avatar feature. I am able to load and see my avatar, but the other users that are part of my organization can't. They got that message "Failed Entitlement check 7 - user doesn't have app in library". Is there any solution? Thanks in advance.1.6KViews0likes4Comments