unity 2020 The scene is not loaded ERROR
Hi , I use Unity 2020.3.48f1 with Oculus integration version 53.1 and it gives me this error in the console everytime over and over again "ArgumentException: The scene is not loaded. UnityEngine.SceneManagement.Scene.GetRootGameObjects (System.Collections.Generic.List`1[T] rootGameObjects) (at <913bb12059fd4cef8da5cc94ad2f0933>:0) UnityEngine.SceneManagement.Scene.GetRootGameObjects () (at <913bb12059fd4cef8da5cc94ad2f0933>:0) Oculus.Interaction.Editor.UnityObjectAddedBroadcaster.HandleSceneOpened (UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode, System.Collections.Generic.HashSet`1[T] knownIds) (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:87) Oculus.Interaction.Editor.UnityObjectAddedBroadcaster+<>c__DisplayClass8_0.<.cctor>b__0 (UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:44) Oculus.Interaction.Editor.UnityObjectAddedBroadcaster..cctor () (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:76) Rethrow as TypeInitializationException: The type initializer for 'Oculus.Interaction.Editor.UnityObjectAddedBroadcaster' threw an exception. Oculus.Interaction.Editor.UnityObjectAddedBroadcaster+<>c__DisplayClass8_0.<.cctor>b__1 () (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:49) UnityEditor.EditorApplication.Internal_CallHierarchyHasChanged () (at <25578071f6e44201aac745680e5c8dfc>:0)" I can export my game but I still don't understand this error.3.8KViews4likes7CommentsTracked Keyboard SDK - can't type to the input field in the example scene
Hi all, I'm using the TrackedKeyboard sample scene (Oculus/VR/Scenes/TrackedKeyboard) to test the tracked keyboard SDK. I can connect my physical keyboard successfully and see it in the scene. However, I can't focus on the input field and type anything. Those are the issues I've encountered: * Clicking the input won't show the caret * After clicking the input, typing with the connected keyboard won't type anything into the input. * I can use the physical keyboard to interact with other UI elements in the scene (checkboxes, buttons) * If I check "Requires System Keyboard," I can use the system keyboard to type into the input. However, there is still no caret, and it seems like the input is not focused. Attaching some gifs to demonstrate the above symptoms: https://imgur.com/X0xKrzq https://imgur.com/fuMn0sO I've tried the solution that was suggested in this thread, but still no luck. Any ideas?Solved3.5KViews1like5CommentsFailed to retrieve Avatar Specification for user id (http response code: 400)
Hi, I know that this problem has been discussed in other posts but none of them had a solution. I'm trying to create a simple multiplayer app to test some interactions. I have the needed Rift and AppLab apps. There's a build on the alpha channel with some users added for access. When the people enter to the App, the local avatar spawns correctly, but the remote one doesn't. The errors that appear in the console are the following: [ovrAvatar2 native] stats::url file transfer failed: http response code: 400 uri: https://graph.oculus.com/7413158262106467?fields=id,avatar_v3%7Bmodel.profile(rift_v04b).platform(pc).sdk_version(Avatar2%20runtime%20SDK%2020.3.0.17.0%20client%20SDK%2020.3.0.17.0).client_version(0.1.0%2B2022.3.4f1).client_name(<project_name>){url,id,creation_time,animation_set}%7D error: No error error details: trace-id: CTJBp1WJMFP [ovrAvatar2 native] specification::Failed to retrieve Avatar Specification for user id <user_id> [ovrAvatar2 manager] UserHasAvatarAsync completed the request but the result was NotFound I suppose that the last 2 errors are consequences of the first one, but I can't make it work. The related posts that talks about this problem are the following: https://communityforums.atmeta.com/t5/General-Development/Meta-Avatar-load-fails-with-Failed-to-retrieve-Avatar/td-p/1029689 https://communityforums.atmeta.com/t5/Unity-VR-Development/UserHasAvatarAsync-completed-the-request-but-the-result-was/td-p/1111501736Views0likes0CommentsVR Meta Quest SDK: Teleport to a location and disable controller movement + teleports
I am building a VR game using the new Meta XR SDK (previous Oculus Integration). I want the user to be able to press an object (using ray interaction), and get teleported to that location with a given rotation. Then I want to disable all form of movement either with controllers or hand tracking - the only movement possible should be physically moving around. I also want the player to be stuck to the same y-position level (and not fall due to gravity). To resume controller movement and hand teleportation I want the player to ray interact with another object. Any idea how I can do this?3.5KViews1like2CommentsMeta Quest 2 Controllers Acceleration
Hello, I'm trying to access linear and angular acceleration of Meta Quest 2 controllers. Here's the code I'm using: OVRInput.GetLocalControllerAcceleration(OVRInput.Controller.RTouch); It always returns vector with all components set to 0 for both controllers. The velocity/position works well. I'm using Oculus Integration package v47.0 and Unity 2021.3.17f1.2.7KViews2likes3CommentsQuest 3 one eye not showing complete scene
I'm trying to run the lighting sample provided in the Oculus Integration package on the Quest 3 using Unity. But I'm only seeing the flashlight on my left eye (like in the image below) and on my right eye I just see the dark room. I've also noticed this issue with the OVRSceneManager where the global mesh or a wall will only appear in the left eye and not the right. Has anyone else had this happen? Is it a software issue or a problem with my unit? Thanks.Solved4.4KViews1like3CommentsQuest3 v59 stop retrieving logged user id
Hello, We are using quest3 for the development of a multiplayer game with colocation in unity 2022.3.4. With the update of the quest for v59 the function Oculus.Platform.Users.GetLoggedInUser starts retrieving 0 as result, without any error. Our app has the UserID and User Profile feature granted and we are getting the right values in quest with v57. We already open a ticket in the Developer Support and int Meta Store Support. but they are unable to resolve the issue and redirect us to the forums and documentation. None of those are effective. How can we solve this issue in v59? Thanks782Views2likes1CommentAdding Oculus Integration to app for Oculus For Business, result in black screen
Thank you ahead to whoever is reading this and offering help I have been trying to follow the documentation of Oculus Integration and imply Oculus Integration onto my app for Oculus For Business made with Unity 2020LTS.I've been following the documentation guidance step by step and just add a cube and drag the OVRCameraRig prefab into the scene. Also, I have followed the guidance in the Oculus setup screen indication and finished setup like adding OculusXR plugin and setup minimum API level to 29 (Android 10). That's just all what I have done, basically following this page in the official documentation: https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/ But when I build and run the app on my Oculus For Business device. All I can see is 3 dots with a black screen. After several secons the 3 dots are gone and there's just a black screen. If there's any guidance on what went wrong and how to solve this problem. Or better, if anyone know a dedicated page or group for Oculus for Business development practices that I can refer to, it would be great. Thank you all!1.7KViews0likes4Comments[Unity] Virtual Keyboard feature not working
Greetings. Issue: I and my team attempted to enable Oculus overlay/virtual keyboard but failed. Related links/attempted approaches: Fix attempts by chronology: Trigger VK via Input Field in the old project's game scene Trigger VK via code in the old project's game scene Trigger VK via Input Fields/Buttons in Oculus VirtualKeyboardSample scene in the old project Trigger VK via code in Oculus VirtualKeyboardSample scene in the old project Trigger VK via previous methods, after updating Oculus Integration/OVR Trigger VK via all previous methods in the same project, but migrated in the new repo Created blank Unity project, imported/configured VR-related packages, Oculus Integration/OVR, tried to trigger VK via Oculus VirtualKeyboardSample scene Most of the attempts resulted in this error log: [OVRPlugin] [CreateVirtualKeyboard] m_XR_META_virtual_keyboard extension is not available (arvr\prjects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:12543) Create failed: 'Failure_InvalidOperation'. Check for Virtual Keyboard Support. Unity version 2021.3.26f1 LTS Oculus XR Plugin version: 3.3.0 Oculus Integration versions: 54 and 55 OVRPlugin: 1.86.1 Important note: We tried to run the sample, on the same branch/commit, but on different devices/users. 2 out of 6 developers got the keyboard working as intended, others received the error log mentioned above. Seems very strange to me After all attempts, it looks like there's a problem with the OVRPlugin .dll, and not a problem from our side. Any help/suggestions/tips/solutions would be highly appreciated. Expected result: We can access Oculus Overlay/Virtual keyboard after interacting with text UI elements in VR to edit text.Solved5.3KViews1like3CommentsDllNotFoundException: InteractionSdk assembly ERROR (help)
Hi I wonder does anyone has the same problem as I do with this error below. Essentially this error doesn't influence the interaction, but you cannot see the hand mesh. If during the play mode, manually turn on this script under OVRHand\HandDataLeft and Right. The mesh coming back again. I have tried many ways to solve this issue it doesn't work. Including installing different versions of Unity editors, (2022.3.5f1 LTS, 2022.3.4f1 LTS, 2022.3.2f1 LTS ) And tried different Oculus Integration SDKs (V51, V53.1, V54.1, V55) The weirdest thing about this is when I start a brand new 3D Unity project, installed the XR plugin manager, installed Oculus XR Plugin, and then installed Oculus Integration (with all the accept, clean up, and upgrade) The first time run, it works (link mode with Quest Pro), and without any error. If I save the project and close the Unity editor, after re-open the project it will never work again. The above error will keep coming, no way to get back working. I don't know if any of you have had a similar issue like this, and do you have a fix for that? Thank you so much.5.9KViews2likes11Comments