257 Photon fusion compiler errors though i use Photon Pun 2
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)17Views0likes0CommentsScene Change interaction issues
I'm very new to this world and learning curve is real. I've been teaching myself Unity all summer for an art exhibit in two weeks where I plan to have this VR project. It's close, but I can't seem to get the controllers to interact with the UI Buttons and change scenes. I have four UI canvases (each with a UI button child) that will connect to the 4 different scenes. I started with Unity's XR Interaction Toolkit and switched to Meta Interaction and using Building blocks hoping it would simplify the process. I've read so many different ways to get the ray to change scenes, but so far it isn't working. At this point, I think I have too many components on my game objects so I'm not sure how to troubleshoot. On the one UI Canvas I'm testing, I have graphic raycaster, tracked device graphic raycaster, pointable canvas. On the UI Button I have a button component with OnClick set to the scene via SceneLoader script (which was working with mouseclick, but now its not), Pointable Unity Event Wrapper with When Release set to the scene it should go to, and Ray Interactable. On the Event System I have XR UI Input Module and Pointable Canvas Module. I'm also not sure it isn't something I'm missing on the Controller Tracking Settings. I also added XR Ray Interactor on the Building Block GameObjects for left and right. At this point I'd be happy to start from scratch on the UI scene with new UI Canvas GameObjects if it means getting this to work, but I need to understand the most streamlined process to take first. I'd be very grateful for guidance. Can anyone help?Solved83Views0likes9CommentsGame crashing on restart
Hello. I'm developing a game for Quest 2 and 3 and have encountered issues with the game crashing on Quest 2. The weird thing is that only crashes on some of our quests, some of them work fine while others will start the game once then crash when trying to the start the game again. There are no noticeable differences between the Quest 2 headsets either. The source of the crash seems to be this error: MemoryBroker: INPUT_TYPE_MAP: client com.DefaultCompany.Game does not have access (app ops or VR focus). I have tried multiple solutions like forcing a clean shutdown and INPUT_TYPE_MAP permissions but none of them seem to work. I think it's likely related to the RAM use of the game but there is not much more I can to do optimize it further and shouldn't be needed either since it works normally on other headsets.81Views0likes2CommentsMeta Quest white color saturation with OpenXR
Hello I am trying to build a VR application for Meta Quest 2/3 headset with Unity 2022.3.7f1 using OpenXR. However, when I build a pure white object, or whatever. The color appearing inside the build won't be pure white, it is something around RGB=(243,255,255). I tried many things such as URP Settings, OVROverlay, switching to HDR, environment light, texture compression to None, Graphics API to Vulkan, Color Gamut to Display-P3, OVRManager's Color Gamut to Unknown, Unmanged,etc... I can't think anything else. There is no light baking in my scene, nothing else than a pure white object. Can someone provide me some ways to prevent that please ? Here are my Unity settings :63Views0likes3CommentsLinking to App's Store Page from Unity App
I am trying to implement functionality in a Unity app that navigates the user directly to the Reviews tab of the app’s page in the Meta Store. Attempts so far: - Using deep linking opens the Meta Store Info page instead of the Reviews tab. - Using Application.OpenURL() with #reviews appended to the URL also redirects to the Info page rather than the Reviews tab. I also tried the method listed here: Linking To An App's Store Page Review Tab | Meta Community Forums - 841949 Is there a way to navigate users directly to the Reviews tab of a game’s store page from Unity App?57Views0likes1CommentFPS Drop After Splash Screen – Quest 2/3
Hello, While preparing my VR app for Quest Store submission, I’ve encountered a consistent, measurable FPS drop right after the splash screen finishes, and I’d like to confirm whether this is a potential issue for passing the VRC.Quest.Performance checks during review. Behaviour Observed: Immediately after the splash screen disappears, FPS drops below 60 FPS (typically in the 40–50 range) for about 1 second. After that, the frame rate stabilizes at my target (72 FPS) and remains consistent for the rest of the session. The same behaviour occurs even in an empty scene containing only the XR Origin prefab. Performance test video (Unity VR Sample): Test Environment: Unity Version: 6000.0.55f1 XR Setup: OpenXR with Meta XR Plugin (default configuration) Devices Tested: Quest 2, Quest 3s and Quest 3 Measurement Tool: OVR Metrics Tool (FPS graph) Questions: Will this short FPS dip fail the VRC.Quest.Performance check during store review? Does Meta QA measure from application process start or after the splash screen transition? Are there recommended best practices for masking or eliminating this drop? Thanks in advance for clarifying how this behaviour is evaluated in terms of Oculus Store performance requirements.32Views1like1CommentMeta XR SDK broken between 74 - 77
It looks like the Unity play mode linking to headset is broken as of SDK 74 almost 6 months ago. I've been trying to get a new project going with all of the latest versioning - SDK 77, Unity 6000.1.13f1 and everything I've been doing is by the book from the latest documentation I just have the camera block and interaction grab block and when I press play the screen on my oculus goes black for 2 seconds and then back to the Link environment. I've tried Unity 6000.0 and 2022 as well and same issue. When I do a build it builds and runs fine on the headset, but I can't preview anything with the play button After trying all of the different Unity versions, I found this thread on the Unity forum which narrowed it down to headset functionality breaking at 74, so I installed 72 and lo and behold the headset connects fine - passthrough and everything... but the interactions don't work. Hand tracking and controller tracking are broken both in editor and when I build, so using 72 is a non-starter if I can't interact with anything. Anyone have any solutions for this? I need hand/controller tracking and passthrough as I'm making an MR project. I tried Unity's XR and while it connects to the headset and has controller tracking it doesn't have good support for quest, no passthrough and seemingly no spatial tracking. I'm new to the Meta SDK, this is my first time using it. Last time I did VR dev I was using Steam SDK on Vive, so my knowledgebase on how to set this up from scratch is outdated. If any of you have any pointers toward where I should look for a solution for this, I'd appreciate it. Thanks!269Views1like6CommentsMQPro Controller Tracking turning OFF when kept somewhat still + Bug with InputTrackingState
When a Meta Quest Pro Controller is kept relatively still (even if your hand is shaky!), the tracking gets disabled until a couple of moments after a large movement. I have disabled auto-switching to hand. The biggest issue is that during this time, InputTrackingState/InputActionProperty flag isn't appropriately set to show that tracking is invalid. This applies to both: `UnityEngine.InputSystem.XR.TrackedPoseDriver.trackingStateInput` and `UnityEngine.XR.Interaction.Toolkit.currentControllerState.inputTrackingState` So, how do I prevent the controller tracking randomly turning off OR how do i detect when it turn off??62Views0likes4Comments