technical issues
hello i am a game creator and i need help i have the when i try to load into my game it just doesnt let me get in its stuck at the loading part i didint add any loading screens just straight into the game and it just doesnt get in please help this is just killing my motivation i had this in all of my projects19Views0likes1CommentUnity-SpaceSharing sample fails with shareLocalScene failed: FailureOperationFailed (-1006)
Hi, I am trying to use the Unity-SpaceSharing sample: https://github.com/oculus-samples/Unity-SpaceSharing I consistently get: shareLocalScene failed: FailureOperationFailed (-1006) I have already checked the usual setup items. The app is in the Alpha release channel, the App ID is correct, MQDH/device setup looks correct, and spatial data sharing is enabled. What I’m seeing in the logs is: Repeated local anchor read failures with error -60001 Then shareSpatialEntity failed with GraphQLError code=2128008 A server message saying some anchors could not be found in the cloud by ID Also, Mesh upload through cloudAnchorService is not supported Two example anchor IDs mentioned in the failure are: ce6a45dd-d2bd-2115-e2d7-8ec57d8fcd58 9c4d1d9c-7949-392b-c39c-3ca9c3ee1547 I am calling the sample’s local scene-sharing flow from the MRUK room-sharing path, but I also tested a version where I manually built the anchor list from room anchors and child scene anchors. My questions are: Is FailureOperationFailed (-1006) usually caused by anchors not being uploaded or not being available in the cloud yet? Is there a known issue in the sample where sharing a manually collected anchor list can include unsupported scene or mesh anchors? Should the recommended approach be to use only room.ShareRoomAsync(groupId) or mruk.ShareRoomsAsync(mruk.Rooms, groupId) and avoid manual anchor collection? Does error -60001 indicate that the scene anchors need to be recreated or re-persisted before sharing? If helpful, I can also share the exact method I am using and a larger log snippet. Thanks.86Views0likes1CommentStreaming 360 video workflow Question
Not a developer but I am working with one. We are building an app to stream 360 video for meta 3 and 3s. The current workflow is to Stream from bunny.net which uses HLS to set different resolutions and adjust bit rate. The app is built in unity and we are using Avpro. The video is recorded in 8k H265 and rendered as 5.7k for upload. Bunny will transcode up to 4k for streaming so we are trying to get the best video possible with what we have. Does anyone have suggestions for setting up the Avpro part of the project? I am trying to get the app to pick the best resolution/bitrate for various wifi qualities the viewers will happen to have.41Views0likes1CommentUnity Quest app works on Quest 2 but not on Quest 3
As the title indicates, after recent updates my app still works fine on Quest 2, but not on Quest 3. Earlier both were working fine. The problem is related to pressing the trigger button on the controller. This is not recognised anymore. It may be related to a (very 😁) old third party package that I am using. I initially developed my app for the HTC Vive and this package is called Vive Input Utility. It has always worked on the Quest, and still does on my Quest 2. On the Quest 3 I can see the models of the Vive controllers instead of the Quest controller, that's why I think there is a relation. I know I'll need to bite the bullet one day and replace it with the OVR Interaction Rig, but that requires updating Unity canvasses, Event Modules and button presses in scripts so a fairly big redesign. And since my app still works on the Quest2, I don't feel that this package is the problem right now. I wonder if there is a relation with the major updates recently of the Meta home environment's UI, although that UI update is also installed on my Quest 2. Here's the software versions. Quest 2: V2.1.1034, build 5210688.5260.150 installed 29 April Quest 3: V2.3.1034, build 5208318.3200.520 installed 1 May For my Quest 2 there is a pending upgrade to 2.3.1034, build 5215047.3460.150, but I am hesitant to install that as it might also break the app on the Quest 2. So as long as I have this version I can at least test the two different behaviours. So I hope someone can clarify what's happening. Thanks!33Views0likes1CommentUnity GUID collision
Hello! The XR Core SDK uses GUID `a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6` in file Scripts/BuildingBlocks/AIBlocks/Transport/StreamingParser.cs.meta, which looks suspiciously like a placeholder someone typed in. It turns out that mcl-unity uses the same GUID, leading Unity to endlessly complain about GUID conflicts if you import both packages. I reported it to that project but given that two people independently typed that GUID in, it seems likely that there are more instances of it out there. Any chance you could regenerate the GUID please?Wit.ai Dictation Request Timing Out
Hi, I've been running into an issue with the Wit.ai dictation service in my Unity VR project and would really appreciate any help or pointers from people who've dealt with something similar. The cofigurations that i'm using as follows: - Device: Meta Quest Pro (standalone mode) - Unity version: 2022.3.x LTS - SDK: com.meta.xr.sdk.voice@69.0.0 What's happening: The microphone starts fine, audio is captured and transmitted without any apparent issue, but the request consistently fails at the point where the server should return a transcription. Here is the error I'm seeing: [VSDK] [SpeechService] [BaseSpeechService.cs:264] Request Failed HTTP Error 503: System.Net.WebException: The remote server returned an error: (503) Service Unavailable. at System.Net.HttpWebRequest.GetResponseFromData (System.Net.WebResponseStream stream, System.Threading.CancellationToken cancellationToken) [0x00146] in <36d5d97f0e39429283d80156f1c7f1fc>:0 at System.Net.HttpWebRequest.RunWithTimeoutWorker[T] (System.Threading.Tasks.Task`1[TResult] workerTask, System.Int32 timeout, System.Action abort, System.Func`1[TResult] aborted, System.Threading.CancellationTokenSource cts) [0x000f8] in <36d5d97f0e39429283d80156f1c7f1fc>:0 at System.Net.HttpWebRequest.EndGetResponse (System.IAsyncResult asyncResult) [0x00020] in <36d5d97f0e39429283d80156f1c7f1fc>:0 at Meta.WitAi.WitRequest.HandleResponse (System.IAsyncResult asyncResult) [0x00034] in .\Library\PackageCache\com.meta.xr.sdk.voice@69.0.0\Lib\Wit.ai\Scripts\Runtime\WitRequest.cs:633 Request Id: 1777907594-580491d1-b43e-4335-8900-4001fba36b2d [1d5ec5c8-9c59-4de2-9c01-256ea3d2135a] === STACK TRACE === One thing worth mentioning: this service has been working reliably in my project for a long time with no code changes on my end. The issue started appearing on April 22nd out of nowhere, which makes me think something may have changed on the service side rather than in my setup. Any suggestions would be much appreciated — thanks! Tonglin21Views0likes1CommentProblem with SharedSpace and Colocation
I'm currently working on a mixed reality project, the idea is to allow two players who are physically in the same real world space to place objects around the room. Right now I'm working on the multiplayer part of the project. I used a custom script instead of the Building Blocks to connect both users using Photon Fusion and create a room with a code. The problem is that, during testing, the players do not see objects in the same positions. The objects move correctly, but they appear in different locations for each user. To fix this, I started looking into Space Sharing and Colocation so I can ensure both users share the same room alignment and anchors. I started implementing it, but I ran into another problem: I don't seem to be able to test it properly, is the only way to test this with two physical devices? Currently, I'm trying to test using one device and the Unity Editor with XR Simulator. When testing, I can see all the debug logs on the device build. When using the XR Simulator, it does not finish the process of creating the anchor IDs, and if it is running as the client, it never finishes retrieving the anchors either, in both cases, it only shows: "Starts the process..." (<- my debug log) For the Building Blocks, I'm using Passthrough, Shared Spatial Anchor Core, NetworkManager, Platform Init, and Effect Mesh to verify whether both users are sharing the same room.21Views0likes1CommentQuest Link Version Mismatch
I updated the Quest Link software this morning and since then handtracking in the Unity Editor doesn't work anymore. Also running the project takes a minute until it starts in the headset - before it only took 1-2 seconds. Last straw I can investigate is this version mismatch. How do I update the headset Link version? At this point I'd like to say to Meta that the developer experience is EMBARASSINGLY BAD and I recommend literally anyone who reaches out to me to not use Quest. Any help would be appreciated.462Views5likes7CommentsLatest Q3 Headset Software Update Crashing Unity Play Mode w/ Meta Link Active
Hello, a few of our developers have encountered an issue where after receiving the latest Q3 headset software update we now receive immediate Unity crashes when entering play mode with link enabled. Has anyone else encountered this? Started with headset update to software: v2.3.1034 - Build 5208318.3200.520 We are on Unity 6000.2.9f1. Meta XR SDK 78.0.0Solved252Views2likes5CommentsVoice SDK microphone only starts correctly first time
I'm using the AppDictationExperience component from the Voice SDK in Unity and am trying to play a build on the Quest 2. When I call Activate on the AppDictationExperience component the microphone only starts correctly if the app doesn't have microphone permission when the app starts and asks for permission. If the app already has microphone permission I get an OnMicStartedListening event but the microphone isn't actually recording, if I check Microphone.IsRecording it returns false.53Views0likes1Comment