Bug with updating metaXR all in one sdk package.
Updated metaxr all in one sdk from v67 to v77 in package manager. Now lot's of associated files are missing. I have deleted the OculusProjectConfig.asset file under Oculus directory in assets to regenerate it but still the exists. Also lot's of associated files like pokeinteractable/grababble... are missing. Can anyone help me? Thanks in advance.58Views0likes3CommentsController snaps to Hand Wrist (Simultaneous tracking of Controllers and Hands)
Hi everyone, I have an issue that I enabled simultaneous tracking for both controllers and hands, everything works an all, just the controller is stuck in the hand all the time. I'm using Unity version 2022.3.52f1 and the Meta XR All-In-One-SDK version 71.0.0. About the setup: both Controllers and the Hand Tracking have the Show State "Always" since I want them tracked and in the scene constantly. Under Camera Rig "Simultaneous Hands and Controllers" is ticked as well as more below "Launch simultaneous Hand and Controllers mode". Body Tracking is by the way NOT enabled. Now further about the problem, when I have my controller in the hand it shows hand and controller, which is fine of course, but when I let go of the controller the virtual controller snaps to the wrist of my tracked hand and the virtual controller doesn't track my real controller anymore. When I pick it up again, the controller is tracked like nothing happened. This is for both hands and I couldn't achieve the effect I want like in this video, where both hands and controllers are constantly tracked and visible, no snapping to the wrist, but the controller stays where I put it down: https://youtu.be/ShIeLRZbUEA?si=UWLEchRaYYu9JS7M&t=348 I really hope you guys know what to do here, thanks ahead for the answers already! Perhaps someone from Meta? GoodGameGomez MetaStoreHelp666Views1like1CommentMeta XR Simulator (V69.0.0) Issues
- Meta XR Simulator V69.0.0 (pulled from All-In-One SDK V69.0.2). - Unity 6000.0.24f1 - MR project (with Passthrough) Project runs fine on my Quest 3S, but the following occurs while running the meta simulator: With the simulator activated, the project seems to be running in the game window with no XRRig emulated. In addition, the SyntheticEnvironmentServer doesn't load anything (or have any clickable options/menus). I've done everything from uninstalling to re-installing, deleting cache, trying other versions of Unity, running Unity in admin mode, trying it with OpenVR instead of the Oculus plugin, etc. Here are some other screenshots that might help.638Views0likes1CommentIntermittent Issue with Play Mode and Meta XR Simulator in Unity on a Specific Project
Hello everyone, I'm experiencing a peculiar problem with a Unity project that uses Meta XR. The Play Mode stops working intermittently in this particular project. I don't receive any error messages in the console; when I initiate Play Mode, Unity attempts to load the scene on my Meta Quest headset, but nothing happens. Details of the Problem: The issue occurs only in this project. Another project with similar configurations works perfectly on my PC. I haven't made any changes to the environment, Unity settings, or the project before the problem appeared. The behavior is intermittent: sometimes it works after restarting Unity, but then it stops working again without any apparent reason. The Meta XR Simulator emulator also doesn't work in this project. When I try to use the simulator, it doesn't respond or show any activity. The project runs without issues on other PCs, which suggests it's something specific to my environment or settings in this project. What I've Tried So Far: Restarted Unity and my PC. Verified that all packages and plugins are up to date and properly installed. Compared the project settings with those of other projects that are working. Checked for any hidden error messages in the logs. Additional Information: I'm using Unity version 2022.3.13f1 The Meta Quest headset is properly connected and works with other projects. There's no third-party software (like antivirus or firewalls) blocking the connection. Has anyone encountered a similar issue or have any ideas on what might be causing this behavior? Any suggestions or advice would be greatly appreciated. Thank you in advance for your help!849Views0likes2CommentsStrange behaviour after upate Meta Quest 2 to 69 when turning headset
After updating my Meta Quest 2 to the latest version 69, running my PCVR Unity app (in editor and build), I have a strange behaviour. It seems to cut the screen when I turn my head moving the headset towards the edges of the screen. And it is also stuttering. In Quest 3 v69 this doesn't happen. Build, Editor and Toolkits Config: Build: LCPP Unity Editor 2022.3 XR Interaction Toolkit 2.5.4 XR Plugin Management 4.4.1725Views0likes3CommentsMeta Avatar SDK Unity WebGL Support
I know that as of right now Meta Avatar SDK does not support Unity WebGL builds because of web limitations when it comes to some of the SDKs features, however I was wondering if there was a way to overcome this just so I could load the avatar on a WebGL build without using the other features provided by the SDK.1.3KViews0likes2CommentsLocomotion and Example Scenes documentation outdated for Meta XR All In One?
Hi. Is anybody using the new Meta XR All In One package yet? I am currently working on a Project and wanted to start from scratch with the latest OVR version, to have the option to implement hand tracking, spacial anchors, etc. at a later point. In the past I mainly used VRIF and XR interaction Toolkit, so I wanted to learn OVR from scratch using the quite good documentation. But now it turns out, that the documentation does not seem to be up to date: I wanted to add locomotion but neither is there an "Active State Finger Visual" on the "Locomotion Hand Interactor Group" nor do I have the example scenes mentioned in this tutorial: https://developer.oculus.com/documentation/unity/unity-isdk-create-locomotion-interactions/ Can anybody tell me how locomotion is done in the latest iteration of the package? Thanks in advance TH1.5KViews1like1CommentQuests 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 v55935Views0likes1CommentConfused about namespace issue.
I have a grabbable object, and I want it to triger a function of another class ScreenShotManager when it is grabbed, so I announce a variable like this public ScreenShotManager shotManager; But it throws an error when compiling: Assets\Oculus\Interaction\Runtime\Scripts\Interaction\Grabbable\Grabbable.cs(47,16): error CS0246: The type or namespace name 'ScreenShotManager' could not be found (are you missing a using directive or an assembly reference?) The ScreenShotManager.cs is under Assets\Tests\Scripts and it doesn't belong to any namespace. How could I solve this?698Views0likes0CommentsHow to create a two handed pose?
Hi All. I can create single hand poses (such as thumb up / fist etc) and now want to create a two handed pose - so for example - Left / Right hands open and Palms Up. I can't find any reference to this type of pose anywhere and can't figure out how to do this. I've seen quite a few games now using two handed interaction so it must exist(!). Many thanks for your help.Solved1.4KViews0likes1Comment