Object placed above MRUK furniture "jumps" up/down when pushing right thumbstick
Context Unity + Meta XR Building Blocks. I'm building an AR app (Passthrough + MR Utility Kit). I show a world-space UI dialog above an MRUK table (Canvas in world space, RectTransform placed at the table center + slight lift to sit on the surface -> all via script). Symptom Whenever I push the right controller thumbstick downward, the dialog appears to "jump" ~0.5 m up, and pushing again makes it jump back down. This happened both on the device and in the Simulator. What it actually is It's not the dialog moving. Logging showed Camera.main.transform.position.y toggling between two values (1.047 <-> 1.547), while the dialog's world Y stayed constant.Solved62Views0likes1CommentPhysical transition between rooms in XR Quest 3 - How to?
Hello, I'm making a mixed reality app, and I have scanned two rooms in my house. I have used the Passthrough, MR Utility Kit and Effect Mesh building blocks, but I can't move between rooms without the screen getting covered up in grey, even though I can see the other room being rendered in the effect mesh. How can I disable this "out-of-bounds" effect in order to transition physically between both rooms? The first image is from the room I started the app, the second is from the second room looking towards the first.94Views0likes1CommentHow to throw with hand tracking
I want to throw objects in MR with hand tracking, but am unable to do so. I use the building blocks to add everything into place, but when I release an object it simply drops straight down. I already checked if all the components from the guide (https://developer.oculus.com/documentation/unity/unity-isdk-throw-object/) are in place, and this should be set up. Any tips are appreciatedSolved1.7KViews0likes3CommentsNo scene mesh when building in .apk
Greetings. When using Meta XR all-in-one SDK v69.0.0.0 and “Scene mesh” block and working with the project within passthrough (i.e. it is MR project) using quest link, it works properly and generates space mesh, but when trying to build a project for android, i.e. .apk scene mesh stops working and generating mesh. How can this be fixed? I need it to work specifically with .apk. Unity version: 2022.3.44f1 I’m using oculus quest 3. Thanks430Views0likes0CommentsScene Model Shaking in Unity Playmode with Oculus Integration
I'm developing a Quest Pro MR app using Unity and facing an issue with severe shaking of the scene model in playmode when using Oculus Integration SDK. This instability doesn't occur post-build, but it affects the efficiency of testing and development. Development Environment: Unity version: 2022.3.9f1 Oculus Integration SDK version: 57.0.1-deprecated seems to be also happening even with the newest Meta XR Core SDK 60.0.0 I've tried several troubleshooting methods with no success and am seeking advice or solutions to stabilize the scene model in Unity playmode. Any insights or suggestions would be greatly appreciated. Thank you!654Views1like0CommentsAREnvironment Capture from Oculus (2, Pro or 3) for MR lighting and reflections.
Hey Devs, Does Oculus offer anything similar to the ARKit's AR Environmental Probes? Either now, via 2 and Pro, or even in a future roadmap for 3? We're trying to extract environmental information to adjust lighting probes and potentially even reflection mapping. We know the information is available (as Passthrough could provide that) but from checking documentation I'm assuming the privacy limitations put in place with Passthrough mean we can't hack together this info into some kind of HDRI, and I don't see any other documentation about Oculus creating and storing it's own at any point. If this is a dead end, I'm also interested in other devs solutions to compositing MR elements into the many potential lighting setups across player's environments. Thanks.558Views0likes0CommentsQuery by LocalGroup is Not Supported'-Warning with OVRSceneManager and ModelLoader
I am working with Unity version 2021.3.22f1, and my headset is a Quest 2 (v50). The Oculus Integration version I'm using is v50. I am trying to incorporate the OVRPlayerController with the included OVRPlayerController Script and OVRCameraRig attached. I have correctly set up my environment and already tried troubleshooting and checking for common mistaks like not enabling anchor support elements (https://communityforums.oculus.com/t5/Unity-VR-Development/OVRPlayerController-is-not-controlling-properly/td-p/1234567) However, whenever I hit play in Unity, I'm getting an warning that says: [OVRPlugin] [QuerySpaces] Query by LocalGroup is not supported in this version. (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11319) UnityEngine.Debug:LogWarning (object) OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at Assets/Oculus/VR/Scripts/OVRManager.cs:1944) OVRPlugin:QuerySpaces (OVRPlugin/SpaceQueryInfo,ulong&) (at Assets/Oculus/VR/Scripts/OVRPlugin.cs:8677) OVRAnchor:FetchAnchors (System.Collections.Generic.IList`1<OVRAnchor>,OVRPlugin/SpaceQueryInfo) (at Assets/Oculus/VR/Scripts/OVRAnchor/OVRAnchor.cs:131) OVRAnchor:FetchAnchorsAsync (OVRPlugin/SpaceComponentType,System.Collections.Generic.IList`1<OVRAnchor>,OVRSpace/StorageLocation,int,double) (at Assets/Oculus/VR/Scripts/OVRAnchor/OVRAnchor.cs:66) OVRAnchor:FetchAnchorsAsync<OVRRoomLayout> (System.Collections.Generic.IList`1<OVRAnchor>,OVRSpace/StorageLocation,int,double) (at Assets/Oculus/VR/Scripts/OVRAnchor/OVRAnchor.cs:90) OVRSceneManager:LoadSceneModel () (at Assets/Oculus/VR/Scripts/OVRSceneManager.cs:381) OVRSceneModelLoader/<AttemptToLoadSceneModel>d__6:MoveNext () (at Assets/Oculus/VR/Scripts/OVRSceneModelLoader.cs:61) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) Immediately after, I get another warning stating: [OVRSceneModelLoader] LoadSceneModel failed. Will try again next frame. UnityEngine.Debug:LogWarning (object) OVRSceneManager/Development:LogWarning (string,string) (at Assets/Oculus/VR/Scripts/OVRSceneManager.cs:303) OVRSceneModelLoader/<AttemptToLoadSceneModel>d__6:MoveNext () (at Assets/Oculus/VR/Scripts/OVRSceneModelLoader.cs:58) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) I am unsure why this is happening. I followed this guide: https://developer.oculus.com/documentation/unity/unity-scene-overview/ Is there something I am missing or doing incorrectly? Could anyone help me troubleshoot this issue? Thanks in advance!994Views0likes0CommentsTrouble with MR applications in Quest
Hi there, When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR application can't get the room data that has been set up. It will jump to the room settings in the system. After we finish the setting, click the Finish button and return to our MR application, it still do not have the room data. We printed the log in the UpdateHMDEvents in the OVRManager.cs file, and found that the data.Result=-1000 in the case of OVRPlugin.EventType.SpaceQueryComplete when packaged into the apk, which is different from the one printed when using the Oculus Link function in the Unity editor. Oculus quest 2 system versions we have tried: V50, V51, V53 Oculus SDK versions tried: V50, V51, V53 Unity version: 2021.3.16f1 We would truly appreciate you help on how to fix the problem. Thanks and best regards MetaStoreHelp610Views0likes0CommentsTrouble with MR applications in Quest
Hi there, When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR application can't get the room data that has been set up. It will jump to the room settings in the system. After we finish the setting, click the Finish button and return to our MR application, it still do not have the room data. We printed the log in the UpdateHMDEvents in the OVRManager.cs file, and found that the data.Result=-1000 in the case of OVRPlugin.EventType.SpaceQueryComplete when packaged into the apk, which is different from the one printed when using the Oculus Link function in the Unity editor. Oculus quest 2 system versions we have tried: V50, V51, V53 Oculus SDK versions tried: V50, V51, V53 Unity version: 2021.3.16f1 We would truly appreciate you help on how to fix the problem. Thanks and best regardsquest634Views0likes0CommentsTrouble with MR applications in Quest
Hi there, When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR application can't get the room data that has been set up. It will jump to the room settings in the system. After we finish the setting, click the Finish button and return to our MR application, it still do not have the room data. We printed the log in the UpdateHMDEvents in the OVRManager.cs file, and found that the data.Result=-1000 in the case of OVRPlugin.EventType.SpaceQueryComplete when packaged into the apk, which is different from the one printed when using the Oculus Link function in the Unity editor. Oculus quest 2 system versions we have tried: V50, V51, V53 Oculus SDK versions tried: V50, V51, V53 Unity version: 2021.3.16f1 We would truly appreciate you help on how to fix the problem. Thanks and best regards595Views0likes0Comments