Additional Tongue Tracking BlendShapes
There are currently seven BlendShapes for tongue tracking which primarily only allow for inwards/outwards positioning. https://developer.oculus.com/documentation/unity/move-face-tracking/#face-blendshapes Some further implementation allowing for simple lateral left and right positioning would greatly improve the potential feature applications. Additional development could include both vertical and lateral manipulation, as well as morphing. This would be in similarity with competing HMD face tracking implementations.916Views2likes1CommentCustom Android Manifest doesn't allow game to open
Hello, I was trying to set up a Custom Manifest for my game in order to enable dual-core CPU mode and prefer CPU performance over GPU performance in my busy physics multiplayer game. (Boosting CPU and GPU Levels | Meta Horizon OS Developers) I try to keep the number of Oculus/Meta packages in my scene to a minimum because I'm building with OpenXR and plan to launch on Steam, so I used this updated documentation page to get me started with a well-written manifest. (Android Manifest Settings | Meta Horizon OS Developers) So here's what I ended up with. Building the game works, but when I put it on the headset, it fails to launch every time. I've had this problem the last time I tried using a custom Android manifest. What do I do? <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.mycompany.myapplication" android:versionCode="1" android:versionName="1.0" android:installLocation="auto"> <uses-sdk android:minSdkVersion="29" android:targetSdkVersion="32" /> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="true"> <activity android:screenOrientation="landscape" android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="density|keyboard|keyboardHidden|navigation|orientation|screenLayout|screenSize|uiMode" android:launchMode="singleTask" android:resizeableActivity="false" android:name="com.unity3d.player.UnityPlayerGameActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.oculus.intent.category.VR" /> </intent-filter> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> <meta-data android:name="com.oculus.ossplash.background" android:value="black" /> <meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2|questpro|quest3" tools:replace="android:value" /> <meta-data android:name="com.oculus.vr.focusaware" android:value="true" /> <!-- Added metadata lines --> <meta-data android:name="com.oculus.dualcorecpuset" android:value="true" /> <meta-data android:name="com.oculus.trade_cpu_for_gpu_amount" android:value="-1" /> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1" /> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.RECORD_AUDIO" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" /> </manifest>1.2KViews0likes3Commentsquest pro bad graphic quality from distance
Every object has extraordinary sharpness and that is specifically compromising the quality of the overall quality. Look at the bookshelf lot of Sharpening from a distance. using Unity Version 2021.3 URP after applying all optimization render setting also like Anti-aliasing x4 render scale > 1588Views0likes0CommentsProblems with Spatial Anchors
Hello, I've been having some issues for quite a while with spatial anchors. I tried to dabble with them some months ago with little success and now I'm trying again. I've had very inconsistent result with the samples where sometimes they work and other times I can't even place the anchor. In my code all I want to do for now is call this function to place the anchor: public void PlaceLeftAnchor(Vector3 position, Quaternion rotation) { SpatialAnchor anchor = Instantiate(m_AnchorPrefab.GetComponent<SpatialAnchor>(), position, rotation); anchor.SaveAnchorLocally(); } and here is the SpatialAnchor code based on the oculus samples: using System.Collections; using UnityEngine; [RequireComponent(typeof(OVRSpatialAnchor))] public class SpatialAnchor : MonoBehaviour { [SerializeField] private OVRSpatialAnchor m_SpatialAnchor = null; public string Uuid { get => m_Uuid; } private string m_Uuid = ""; private IEnumerator Start() { while (m_SpatialAnchor && !m_SpatialAnchor.Created) { yield return null; } Debug.LogError($"Achor created. Enabled?: {m_SpatialAnchor.enabled}"); } public void SaveAnchorLocally() { Logger.Instance.LogError($"Saving anchor start. Status of anchor component: {m_SpatialAnchor == null} / {m_SpatialAnchor.enabled}"); m_SpatialAnchor.Save((anchor, success) => { // --> Never reaches this part <-- }); Logger.Instance.LogError($"End of Save Anchor"); } } I don't manage to receive a callback within the m_SpatialAnchor.Save function and that seems to be the case due to the spatial anchor self-destructing itself. I get this error: As a side note, I noticed that the anchors weren't working in the samples, until I added this line (<uses-permission android:name="com.oculus.permission.USE_ANCHOR_API" />) to the manifest. Now I was able to place and save the samples, but that wasn't enough to fix my own implementation. Perhaps I am missing more permissions? If would greatly appreciate anyone who could provide insights or their own working example of a spatial anchor implementation.2.2KViews0likes1CommentQuests hands tracking is not working in Unity editor
For some reason hands tracking is not working anymore in Unity editor. Tried with Quest Link and with Air Link. Tried in a clean project with the latest updates and Quest Pro. Tried in some old project for Quest 2 (and with Quest 2) where everything was fine a few month ago. Nothing. Checked with Oculus Integration examples - controller ok, hands are absent in the editor. In latest Unity Movement examples eye & face tracking works, controllers works, but no hands tracking, no head movement mirroring, no hands mirroring even with the controllers in the scene. And of course I tried to reboot everything. No errors in editor, but some warnings appear (only sometimes): I will be grateful for any help. Windows 11 Unity 2021.3.4/2021.3.13 Oculus Integration v46 Oculus XR 3.2.2-pre.1 Oculus app version 46.0.0.230.0 (46.0.0.229.0). I tried latest Oculus app, then switched to test channel - no changes. Quest Pro v46.0.0.226Solved7KViews0likes10CommentsAvatars2 SDK body tracking is not working.
The problem is similar to this: https://forums.oculusvr.com/t5/Unity-VR-Development/Quests-hands-tracking-is-not-working-in-Unity-editor/td-p/997176 except now I have it with Avatars SDK 18.0 - body and hands tracking is not working in clean project with Avatar2 SDK integrated. Face and eyes tracking works. No errors except a few warnings. I tried it in some custom scenes and in the samples from Avatar SDK - all the same. Quest Pro Unity 2021.3.14f1 Latest Windows 11 Oculus Integration v46 Oculus app from public test channel.1.3KViews0likes0CommentsUnitySDK Passthrough Video Issues and Cable Lag
Having an issue with the passthrough video feed on a locally running app using the AugmentedObjects test scene. It has lots of tiny slashes through it and extra camera warping. Almost like the passthrough mesh has tears. It only shows in the build and cant be recorded. Does not occur in Unity play mode. BTW Unity play mode and Passthrough has alot of lag over the cable connectivity. Unity 2021.3.9f1, Oculus SDK 46.02KViews0likes4Comments