3D Raycast from hands... where is it coming from?
I have a Unity Mixed Reality project... and added the hands and real hands and that's cool. Tossed in a Zombie so I can try to get him to follow me or I can shoot him (finger gun special). Now I want to fixup the ray cast from the hands/controllers so I can interact with game objects from afar... but I'm not even sure where that ray is coming from so I can see the script. My "change" would be to have the ray extend 50m... and return a bunch of "hits" with "target class:" GameObject, yellow [put an explosion effect on that zombie -- if it's hitting the mesh] Interactable, a blue disc appears [press trigger to activate object] something from the 3d depth [depth raycast], an orange disc appears [put bullet hole on that] a scene object [floor/wall], a green [grounded] disc appears (note that that may not be the final terminus -- if there's "more models" outside the window or wall (or maybe you're picking something on the other side of a table).... [code has to see if you can shoot through it] All of course, flat against the object, and usable in code (you might be able to fire a laser through the window, but it won't go through a wall; code will see if that works)... But... I don't know where to look... the ray from the hands does #3... but I don't know where in the Asset Tree it's coming from --it will probably also tell me how to make those discs (is it a Gizmo, or a GameObject?). I figure I can add #1/2 [from the cubes, but I haven't quite figured them out yet either, and #4 [EnvironmentalRayCast [ERC] but I might have to iterate on that one because I don't see a "give me all the hits" from the ERC). Questions: a) Where is this 3d ray coming from in the asset tree so I can learn? b) Is there a good way to "scale" the discs so they're "always ~20px dia" no matter how far away they are? c) It looks like I need to change the shader of my zombie, but I'm not getting the terminology -- it occludes fine (eventually I want the IRL table to occlude it), but I need to say "oh, user picked the bellybutton -- spawn an explosion effect in his gut..." -- and how do you change shaders anyway? I can change materials from the editor, but...?9Views0likes0CommentsWhere is PassthroughCameraAccess?
Hi, I updated the Meta XR Core SDK and related SDKs from 74 to 83. Then the Meta XR Core SDK package shows a compilation error. It seems to be missing a class or something needed by the MR Utility Kit. Did other required packages increase? Unity 6000.0.55f1 Occulus XR Package 4.5.2 Library\PackageCache\com.meta.xr.sdk.core@a87f85fa91d3\Scripts\BuildingBlocks\AIBlocks\Agents\LlmAgent.cs(66,17): error CS0246: The type or namespace name 'PassthroughCameraAccess' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@a87f85fa91d3\Scripts\BuildingBlocks\AIBlocks\Agents\ObjectDetectionAgent.cs(51,17): error CS0246: The type or namespace name 'PassthroughCameraAccess' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@a87f85fa91d3\Scripts\BuildingBlocks\AIBlocks\Agents\ObjectDetectionVisualizer.cs(72,17): error CS0246: The type or namespace name 'PassthroughCameraAccess' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@a87f85fa91d3\Scripts\BuildingBlocks\AIBlocks\Agents\ObjectDetectionVisualizer.cs(79,20): error CS0246: The type or namespace name 'PassthroughCameraAccess' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@a87f85fa91d3\Editor\BuildingBlocks\BlockData\PassthroughCameraVisualizer\Scripts\PassthroughCameraVisualizerBlockData.cs(176,13): error CS0246: The type or namespace name 'PassthroughCameraAccess' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@a87f85fa91d3\Editor\BuildingBlocks\BlockData\PassthroughCameraVisualizer\Scripts\PassthroughCameraVisualizerBlockData.cs(175,35): error CS0246: The type or namespace name 'PassthroughCameraAccess' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@a87f85fa91d3\Editor\BuildingBlocks\BlockData\PassthroughCameraVisualizer\Scripts\PassthroughCameraVisualizerBlockData.cs(31,24): error CS0246: The type or namespace name 'PassthroughCameraAccess' could not be found (are you missing a using directive or an assembly reference?)22Views0likes1CommentUnity x Meta XR Simulator not working with AMD 9070 XT
Hello everyone, I recently switched from an Nvdia RTX 3070Ti to an AMD RX 9070 XT GPU, and have been unable to get the Meta XR simulator to work since then. When I press the Play button, the unity app tries unsuccessfully to link with the simulator and ultimately exits Play mode. I am developing for Unity 6000.0.62f1 using the v83 version of the standalone simulator. I properly removed Nvidia's drivers using the DDU tool, and I have even created a blank project with building blocks, but this does not work either. Is anyone else experiencing the same issue, or does anyone know what it is? Best,16Views0likes0CommentsMixed Reality with Unity and Meta SDK Test
Hi, I have been developing in Meta Horizon since 2020 and have learned UnityXR/MR. I will graduate with a masters degree in Art and Technology in May 2026. For my final project I will be working on a Mixed Reality interaction for dyslexic learners with hand tracking. I will be applying for the smart glasses grant for accessibility. I've been in education for the past 19 years, teaching students with dyslexia for the past ten years. This video shows my first test. Link and image below. Mixed Reality Test, Quest 3: Mixed Reality Test, Unity and Meta SDK by Tina Wheeler10Views0likes0CommentsQuestion about unexpected 16:9 thumbnails shown in Meta Air Link (Steam app, Unity)
Hello, I am trying to identify the source file or mechanism used for the thumbnails displayed in Meta Quest Air Link, as I am seeing unintended images. Issue description When I start Air Link on Meta Quest and open Steam on the PC, the following thumbnails are displayed: The thumbnail shown when Steam appears in Air Link The 16:9 thumbnails shown in the Library / Apps view after launch In both cases, the thumbnails displayed are not the images I expect. Application setup The application is launched from Steam on the PC Rendering is done via Air Link The application is not registered as a Meta (Oculus) app The application is not registered via OpenVR / SteamVR .vrmanifest The application is developed using Unity What I want to understand I am not trying to customize the thumbnail at this stage. I want to accurately identify where these thumbnails are coming from. Specifically: Which file or resource is used as the source of the thumbnail shown in Air Link? Executable icon Windows window thumbnail (DWM) Steam library image Meta Quest Link internal cache Other mechanism Are the thumbnails generated dynamically from a running window, or loaded from a static image file? Is there any documentation describing how Air Link selects these thumbnails for Steam-launched applications? Any clarification on how Air Link determines and displays these thumbnails would be greatly appreciated. Thank you for your time.29Views0likes2CommentsScreen went dark when testing a Unity build
Hi there, I'm testing a build of my Unity project on the Quest 3 (installed through the MQDH), and after a few minutes, the HMD just went dark (while the headset is on my head and with me actively testing my app) with what I believe is the "sleep mode" sound effect (the "shooooo" sound like you are moving away). If I press the Meta button on my right controller, the screen lights back up, and I can resume. I tested running the Horizon World to rule out the proximity sensor's problem, and I stayed in a world for 30 minutes without the screen going dark. I believe it might be some specific settings in my Unity project. Is it possible to log what's making my HMD go to sleep (that's what I'm assuming when the screen goes dark) and monitor it through ADB?20Views0likes2CommentsHow to get the audio from AppDictationExperience?
I'm using the voice SDK and the AppDictationExperience script for speech to text, however I also want to use Photon Voice for voice chat. Since only one thing can be reading from the mic at a time, and since I don't see any way to give AppDictationExperience audio directly; I want to read the audio from AppDictationExperience and send it to PhotonVoice. How would I do this? I can give Photon Voice an audio clip but I don't know how to get the audio from AppDictationExperience. I was also wondering if there is a better approach to having both Photon Voice and AppDictationExperience work?8Views0likes0CommentsOVROverlayCanvas broken across whole project
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 my project. Things were looking great in the build. Then, for no apparent reason, every instance of OVROverlayCanvas across multiple scenes broke. They went from looking like this: …to looking like this while running in a build: Between when it was working and when it failed, the scene from which I've taken the above screenshots, has had no changes at all. Any suggestions? I’m working in Unity 6.3.1f1 with Meta XR SDKs v 83.0.1, OpenXR Plugin v.1.16.1244Views0likes0CommentsScript 'CharacterController' has the same name as built-in Unity component.
Script 'CharacterController' has the same name as built-in Unity component. AddComponent and GetComponent will not work with this script. I've been using unity, meta hello world example and have come across this issue and I can't find a solution for it. Is there an easy solution, can I just rename the script? I tried that but it seems to open another can of worms. Why would meta name a script with a name reserved by unity if it just causes problems? Thanks for any help.9Views0likes0Comments