Stage tracking space in Link Mode
Hi I'm developing a PC VR app with the Oculus integration for Unity. In this app, the virtual space should should align to the physical space. - The documentation states that one should use the "stage tracking space" when creating apps like this to keep the view re-centering function from messing with the alignment. https://developer.oculus.com/documentation/unity/unity-ovrboundary/ - On the OVRManager, I've set "TrackingOriginType" to "Stage" and disabled the "AllowRecenter" option. In an Android build, it seems to have the effect which is described in the documentation. But in the Editor or in a Desktop build with the Quest2 in Link mode, the view/alignment still resets when re-centering manually or after the headset was taken off for a few seconds. - Are those options only supported on Android Quest builds or am I missing something? Would there be an alternative way to keep the virtual world aligned with the physical one?3.8KViews0likes3CommentsSerializableDictionary
I use SerializableDictionary without any issues in Unity on PC. When I try to build the app on Android, I get the following error: The type or namespace name 'SerializableDictionary<,>' could not be found (are you missing a using directive or an assembly reference?) I am unsure if I must import anything besides the Meta All-In-One SDK to make It work on Android. It works flawlessly on PC.755Views0likes1CommentTroubleshooting LoadSceneFromDevice() Issues in MRUK 65.0.0: Inconsistent Behavior with Quest Link a
I have noticed that the LoadSceneFromDevice() function in MRUK 65.0.0 does not work. However, strangely, it works when using the Synthetic Environment Server in the Meta XR Simulator. It only fails when running from the Unity Editor while the Quest is connected to the PC via Quest Link. However, if I check the "Load Scene On Startup" option in MRUK and execute LoadSceneFromDevice() from MRUK, it works. It only fails when I call LoadSceneFromDevice() from my script. These functions worked without any issues in MRUK 64.0.0. Why is this happening? I can't understand it.838Views0likes0CommentsPorting Meta SDK to OpenXR
My app use Meta SDK but i want to port this app to use in PCVR . How i understand i need to use OpenXR for it. Have anyone experience like this? How hard is it to port Meta SDK app to PCVR? Do i need to have two separated applications or i can have in code both OpenXR and Meta SDK?512Views1like0CommentsQuest3 - Head rotation problem in Unity play mode
Hi, when connecting Quest3 via airlink to Unity (play mode), head rotations along the Z axis are not tracked. The tracking works ok in unity on desktop, but in the headset, the there is no tilt. It seems the scene is always centered. Eg. a cube will not tilt when I tilt the head. Tracking the head sideways and up/down works. It seems there is a kind of billboard function that prevents tilt rotations. Any suggestions?615Views0likes0CommentsQuests 2 hand-tracking is not working in Unity editor, but working in build PCVR
I'm facing an issue where hand tracking doesn't work in editor mode, but it functions when running the build through Quest Link. I was working on a Unity project for Quest 2 PCVR and had to switch to a new PC. When I transferred my Unity project to the new PC, hand tracking stopped working in editor mode. However, everything works fine when I run the build through Quest Link. All plugins, assets, and Unity versions remain the same. There are no errors or warnings related to Oculus. windows 10 Unity 2022.3.4f1 Oculus integration v55.0 Oculus XR plugin v4.0.0 quest 2 v55975Views0likes1Comment