Error with Unity Vulkan Dynamic Resolution Despite Supported Version?
I'm on a project on Unity 6000.0.58f2, and can't seem to get dynamic resolution working as expected on a build for the Quest 3. OVRMetrics shows that dynamic resolution isn't working (the resolution is fixed). When I activate dynamic resolution, I get the following error: Error Unity Vulkan Dynamic Resolution is not supported on your current build version. Ensure you are on Unity 2021+ with the Oculus XR plugin v3.3.0+ or the Unity OpenXR plugin v1.12.1+ However, our project is on 4.5.2 of the Oculus XR Plugin. The error suggests this version is supported. Has anyone else had this error, and is anyone aware of a solution (or a supported version of the engine/plugin?)5Views0likes0CommentsOVROverlayCanvas breaking at runtime
I decided to try out OVROverlayCanvas with a small test, and sure enough, it turned my fuzzy UI into crisp, perfect quality UI. So I made the necessary changes across the entirety of the project. Things were looking great in the build. Then, for no particular reason I can find, every instance of OVROverlayCanvas across multiple scenes broke. They went from looking like this: ...to looking like this (at runtime) Between working and not working, the scene from which I took the above screenshots, has had no changes at all. Any suggestions? I’m working in Unity 6.3.1f1, with Meta XR SDK v83.0.18Views0likes1CommentAll in one SDK compile errors
When added to a brand new XR sample project in Unity the following compile errors exist: Library/PackageCache/com.meta.xr.sdk.core@06273138c40d/Scripts/OVRPlugin.cs(4452,16): error CS0029: Cannot implicitly convert type 'bool' to 'OVRPlugin.Result' Library/PackageCache/com.meta.xr.sdk.core@06273138c40d/Scripts/OVRPlugin.cs(4452,9): error CS0177: The out parameter 'acquiredIndex' must be assigned to before control leaves the current method Library/PackageCache/com.meta.xr.sdk.core@06273138c40d/Scripts/OVRPlugin.cs(5343,9): error CS0177: The out parameter 'hapticsProperties' must be assigned to before control leaves the current method This happens in 6000.3.2f1, 6000.1.1f1 and 6000.0.64f1. There is no mention on the store page of it not working in these versions. And no, deleting the Library folder does nothing to fix this.73Views1like2CommentsWho do I have to talk to, to get this done right?
Your art director may need to be replaced. Here's a common sense suggestion, that Meta needs to implement into the user interface; allow the user to adjust the opacity of the tool bars and menus, from 0% - 100%. If you decide to do things "your way" then make the main menus: the horizon feed, the navigation bar, appz background, 0% transparent, and **Be Sure To ADD DROP SHADOWS**, behind every text, div , box, and so on, to counter light colors in the far background such as walls, or television program. The Main thing is to be able to see your background sceneries in both mr/vr . The second thing which should have been the first thing, because you had it right in a earlier version, when Meta allowed us to carry a compact version of the menu around like a tablet. That was the greatest concept yet in my opinion. Meta need to allow the users to adjust the menus and navigation bar, through stretching, (not just expand) but adjusting the size of the actual navigation menus, the way they automatically do it when you move them away and towards you. The user should be allow to adjust it manually, for those that wear corrective lens, that would allow them to adjust the menus to a view that they can see clearly while searching for their favorite app, or for just general reading of text. Its selfish and counter intuitive to be the developer and then adhust the screen distnce and size to how you see fit, rather than giving the user full control of the distance and size of the bar and menus. Currently if i want a larger menu screen and bar, I'd have to lean back if im sitting, stretch the screen, and then sit forward for the screen to be closer and larger, without it shrinking like when I pull it towrds me. I want it to stay the same size i had it adjusted to just closer. I would like some feedback regarding this so I am assured that i am not just typing this for my health. I hope I'm not here just wasting my energy sharing ideas that I believe you should have figured out a long time ago, as a simple fix. You should be adding things and not replacing them, unkess necessary. The original backgrounds were good, but then someone went left, and ebtered their second childhood it seemed. But again hope this is not a waste of time for me, if you're not even taking things like this into consideration but chose to take advice from 9 year old using their parents equipment. Stop preying on children, they should not be the focus. Children want to do what the adults do, that's why they gravitate to gta, baby stuff is simply for babies, and if you have a baby, that baby almost always want your things over theirs. Cater to the adult, modern age people, or you'll be stuck on 67, which is brain rot. It similar to rapp music, this stuff is for a certain demographic, they should be catered to, and as time goes one focus on the same age group, as well as your first supporter. The ones that got you this far, by spreading the word, and most people still haven't even tried vr. So again, I do expect feedback. You should be paying me for this advice, seriousor. But I want to see you win, because if you win,in my mind I should he winning being i been here since 2019. horizon worlds was a big waste of time, when Meta could have made this thing futuristic, but instead, focused on children that don't pay money, and then tried biting an idea from a newer but degenerate console when Meta already had the bread and butter You just need to adjust what you already had/have, and that's allowing three things to the disposal of the user: transparent menus (with drop shadows under text and icons, and tinted boxes), allow manual adjustment to the actual size of the menu (not just expanding) and allow a compact version of the menu (or bring back the original compact model) like you had several updates back. [I dont even know why yall got rid of that]. That was a real slow move, because anyone complaining about that may have been trolling you or just complaining just to complain. I used to do graphic design once upon a time. So it's wierd for me to see a newer generation, designing like degenerates. And I have to blame the art director and project management because that's such a simple fix, you're just changing the opacity and/or allowing the user to adjust them. Its a simple code. Even the stretching, instead of having it as static, assign it to stretch. But I went on a tangent, but I came back and doubled down. If I came off rude sorry, but seriously what's going on over there? I've been here since 2019. If you want a change just update and enhance what you already have. Feedback please. Even if its to call me an A-hole 🙏15Views0likes1CommentBeginner needs help with cloth in Unity for Meta Quest 3 VR
Hi everyone, I’m a beginner in Unity and VR development. I want to create a square-shaped cloth that behaves like a real cloth, can collide with box colliders, is grabbable in VR, and works properly in Meta Quest 3. I’m looking for a free solution or guidance on how to achieve this. Any advice, tutorials, or resources would be really appreciated. Thanks in advance!5Views0likes0CommentsCannot set Meta Quest Link as active OpenXR runtime normally
Hello! We are developing a PC-VR app in Unity with Meta Quest 3 at our company. We use OpenXR plugin to build the code around OpenXR standard in order to support more platforms in the future. However, the button to set the meta quest link as active runtime for open xr never works on our test PCs. We've tested multiple laptops & PCs in the companies and none of them seem to be work without us manually setting the path in the registry. We've tried starting the Link app as an admin, installed it as an admin etc. One time the registry entry doesn't even get added automatically after installing Meta Quest Link App and we had to install "OpenXR for Windows Mixed Reality" to create it without writing a script to automatically create the group entry ("HKLM\Software\Khronos\OpenXR\1") in the registry. Could anyone help clarify what is up with this case and how we can resolve it? Otherwise the setup process is basically impossible for our potential customers without in-depth technical support... Thank you! References: https://community.khronos.org/t/openxr-directory-not-existing/111184254Views1like4CommentsImmersive Exposure -a VR-native photography playground.
Hello devs 👋my name is Corey Reese. App Trailer I’m building Immersive Exposure, a VR-native creative sandbox that turns photography into an interactive, game-like experience inside VR. Instead of just watching tutorials or shooting static scenes, users step inside environments, control virtual cameras, lighting, and lenses, and photograph dynamic subjects in real time. The core idea is simple: Photography as play, exploration, and mastery not passive learning. Current focus Refining spatial interaction and camera feel so it’s intuitive for both creators and casual VR users. Adding mixed reality support, allowing users to practice with virtual models and lighting in their real spaces. Expanding NPC systems with AI so characters can respond, pose, and interact with voice commands. Designing repeatable engagement loops (photo challenges, exploration goals, unlockable environments). Right now we are fine tuning the camera UX so the camera controls feel good and respond as close to a real camera as possible with depth of field etc. The project started as an immersive training tool featuring real photographers 30+ shoots across fashion, boudoir, food, commercial, etc filmed in 8k VR180 so user can go behind the scenes on real shoots and has evolved into a creative playground for photographers who enjoy exploration, expression, and practicing anytime. I feel we have the same opportunity as Golf + who doubled down on real golf users but with the photography community. I’ll be posting development updates, experiments, and lessons learned here as things progress. Looking forward to learning from others building. If your interested in testing the alpha build I can send the link so I can get feedback. I've already identified a lot of things that need to be corrected. It's good to get some new eyes as well.3Views0likes0CommentsOutdated documentation has me stuck on making custom hand gestures in vr unity
Hey there all I still somewhat new within the meta quest game dev so I been following some of the documenations from the Meta site to use their SDK within Unity, however I been stuck on the "Build a custom hand pose" tutorial where it uses a outdated OVRCameraRig where it still has LeftHand and HandFeaturesLeft within the OVRHands which is not with the v83 of the SDK. Any help of how to do this now would be very appreicated! This is the link I been using https://developers.meta.com/horizon/documentation/unity/unity-isdk-building-hand-pose-recognizer/10Views0likes0CommentsIssues with Gaussian Splatting integration in Meta Spatial SDK (v0.9.2) – Standalone Quest 3
Hi everyone, I am an architect and urban planner, developing VR/MR projects in my spare time. I’m currently working on a native Quest 3 application to view Gaussian Splats for highly detailed virtual project tours. My Goal: Render native Gaussian Splatting (3DGS) on Quest 3 (Standalone). Synchronize the splat position with the real world for a seamless transition from Mixed Reality (MR) to Virtual Reality (VR) with a skybox. Targeting a minimum of 150k splats with stable performance. Previous Attempts: I initially used Unity with the Aras/Ninja implementations. While it works perfectly via Oculus Link (PCVR), it’s not viable for my needs because: PC Builds don't support the specific MR features I need for this project. The Android build (standalone) performance is extremely poor, even with optimized settings and a small 50k splat PLY file (unusable frame rates). Current Issue with Meta Spatial SDK: I’ve switched to the Meta Spatial SDK (Packages v0.9.2) to leverage the new native splat support mentioned here: Spatial SDK Splats Documentation. Despite following the documentation step-by-step: The splats do not appear in the scene. I am getting several reference errors (MissingReference/NullReference) that I can't seem to resolve. My Question: Has anyone successfully created a native Quest 3 APK using the Spatial SDK to run Gaussian Splats (~150k splats)? If so, could you share the correct workflow or point out common pitfalls with this specific SDK version? Any help or documentation beyond the official guide would be greatly appreciated!131Views1like7CommentsMeta XR Audio Plugin + FMOD + Unity
I'm trying to get the Meta XR Audio plugin working, following along with the guide at https://developers.meta.com/horizon/documentation/unity/meta-xr-audio-sdk-fmod-req-setup/ I've been able to get it working in FMOD Studio itself, but I'm having issues with the Unity setup. The Meta docs state: For any Unity Project you hope integrate the Meta plugin into, you must also copy the Meta libraries into the Unity project. So I've copied the files such as `libMetaXRAudioFMOD.so`, `MetaXRAudioFMOD.dll` and `MetaXRAudioFMOD.bundle` from the meta package to the respective folders in my Unity project (e.g., Assets/Plugins/FMOD/platforms/mac/lib). It's not working though on my Mac, as FMOD is not able to read the .bundle file. Specifically it says ERR_FILE_NOTFOUND when it tries to load the file, although I've verified it's at the right location. I posted about it on the FMOD forums and the support there said that the `.bundle` file is not code signed, and it might need to be in order to load. I tried Steam Audio library, and I noticed their .bundle file is code signed and it loads fine. Perhaps this is the issue with the Meta package, or perhaps it's another issue. Either way FMOD support suggested that the problem is with the Meta package. I would appreciate if someone from Meta could take a look at this, and if anyone else has successfully gotten Meta XR Audio SDK + FMOD + Unity working.99Views0likes5Comments