Error on Build with Meta Voice SDK (HideFlags.DontSave)
I am using the Meta Voice SDK and am having trouble building my project. I get the following errors (the first is the primary). Have others encountered this? An asset is marked with HideFlags.DontSave but is included in the build: Asset: 'Packages/com.meta.xr.sdk.voice/Lib/Wit.ai/Resources/witai.png' Asset name: witai (You are probably referencing internal Unity data in your build.) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Here's the second error: Assertion failed on expression: 'm_LockCount == 0' UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) And the third error: Building - Failed to write file: resources.assets UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Does anyone know how to edit the HideFlags.DontSave (assuming that's the problem)? Or is there another way to address this? Thank you!2KViews1like4CommentsHow to get real position/rotation of player inside tracking space.[Quest]
Hello, I am trying to setup OVRBoundary in a way like SteamVR chaperone works. I can get the player rectangle and draw in on the floor. When the player starts the game, he is always in the centre of the virtual tracking space, but he can be in a different position in real-world tracking space. How can I get the real position and set the virtual position of the player according to real position and be like this? I can disable recenter, but the starting position will be always wrong when the player does not start on exact position and rotation. I will use real-world prop(hockey goal) and position the in-game. But when the virtual space is not matching real space it is impossible to do it.888Views1like1CommentMore then one OVR cameraRig
Hello All, i´m trying to develop a VR based multiplayer app. i'm using Oculus quest and PUN2 for this. mz question is: is it possible to implement more than one OVRCameraRigs in oculus quest? the app is working perfectly with single player but hands are not getting synch in multiplayer scene.1.2KViews0likes3CommentsError Type : FOCUS_AWARE_REQUIRED
Hello guys, I was publishing my Unity XR apk on Oculus Developer Hub, but white uploading an error pops out. It says - The focus aware manifest meta-data tag must be set with required="true". More information can be found here: https://developer.oculus.com/distribute/vrc-quest-input-4/ I have been on the link provided but there is no help over there, how can I resolve this issue please help2.5KViews0likes4CommentsHow can I use OVRInput.GetLocalControllerAngularVelocity to affect a rigidbody.angularVelocity?
Hi all, I'm trying to affect a rigidbody's angular velocity (which is a Vector3) based on the current angular velocity of the touch controller. OVRInput has a GetLocalControllerAngularVelocity method but this returns a Quaternion and not a Vector3. If I get the Eular from the returned quaternion then it's a really high number (i'm guessing it's in degrees as well) which means the rotation is way too high when affecting the rigidbody's angular velocity. I've also tried converting the eular to radians but that doesn't seem to work correctly either. Does anyone know how you can get the angular velocity of the controller and apply it to a rigidbody's angular velocity?8.5KViews0likes16CommentsNot connecting to leaderboards after pushing to Alpha channel
So I am having an issue with my app's leaderboards. They work while testing in the Unity editor - they are hooked up and writing to/reading from the leaderboards we have on the developer dashboard, but after uploading a build to the Alpha channel, I consistently get the "No Internet" error message, meaning the app is unable to connect to the leaderboards. I saw something in a forum post from 2017 about how leaderboard API names might be case sensitive and might have to be lowercase, so I made a test leaderboard called test_100, and got it hooked up and working in the editor, but once again got the same No Internet error message after uploading to Alpha. I haven't yet tried it without the underscore and numbers, so I will do that in a bit, but does anyone have any ideas/has anyone seen this issue before? I am using Unity version 2017.4.17f1, Oculus Utilites version 1.36.0, OVRPlugin version 1.36.0, SDK version 0.0.0. Thanks!726Views0likes1CommentUsing Native Libraries (gstreamer) on Oculus Quest II
My goal is to stream video over udp on a LAN and view it with my Oculus quest. I'm using gstreamer to set up the stream on my network, I'd like to use the same software to view the stream on my Quest. I've tried a couple of different ways to do this. The first is the GStreamerUnity plugin for Unity. This runs fine on desktop, and I can even deploy it to Oculus quest via provided .so files. However, the application silently dies (according to logcat) at plugin loading. I gave Unreal Engine a shot with the UE4-Gstreamer plugin for Unreal 4.26 but I ran into the same problem - runs fine on desktop, silently dies on quest even with static ARM64 android .a files included via the plugin build.cs. So, first question: Are these libraries NOT dying silently, is there some messaging you all might be aware of that I'm missing for debugging purposes? Secondly, my intuition tells me this is probably an NDK mismatch problem or something? As in, the libraries I'm using are compiled with one version of the NDK (or whatever) and are throwing errors, even though the application itself was built with the correct versions of everything. Does that sound reasonable? Finally, has anyone gotten low latency video streaming to work on Oculus Quest in their Unity or Unreal application via GStreamer, FFMPEG, or some other means? Would you mind sharing the magic?3KViews1like3CommentsHow to get Raw sensor data from oculus controller sensor during rotation in Unity.
Any solution on for this question ? I couldn't get solution for this same problem, where I need to get the raw sensor data of rotational data from Oculus Controller sensor. All I am getting is global data with angles calculated using Quaternion values, Which doesn't suit my requirement. I need raw sensor data to access and control the robot which would be Roll, Pitch, and Yaw. This data should be raw data instead of Quaternion or Euler angles without any calculation in Unity Oculus SDK.619Views0likes0CommentsMeta 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.1.2KViews0likes2Comments