Meta XR Audio Plugin for FMOD Setup
I am trying to follow this page: https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-fmod-req-setup/ But it's leaving out a pretty important step when it comes to Quest development. There's a section called Copy the plugin to the Unity Project Which links to a page from FMOD, that has nothing to do with the specific Meta plugin setup. I have FMOD working for Windows, but specifically for Quest I get an error the plugin is not loaded 06-13 12:25:58.205 2686 2743 E Unity : SystemNotInitializedException: [FMOD] Initialization failed : Loading plugin 'libMetaXRAudioFMOD' from 'liblibMetaXRAudioFMOD.so' : ERR_FILE_NOTFOUND : File not found. 06-13 12:25:58.205 2686 2743 E Unity : at FMODUnity.RuntimeManager.get_Instance () [0x00000] in <00000000000000000000000000000000>:0 I attached a picture of my FMOD Settings, the location of the plugin, and the plugin inspector. Where the documentation falls part, is what do I put in the FMOD settings that it correctly loads the plugin on Quest?1.1KViews0likes1CommentControllers disappear when the HMD is unmounted and then mounted in the Windows build.
In the Windows standalone build, the controller and hand tracking will not function if the HMD is unmounted and then mounted. The detailed situation is as follows. When I put on the HMD and start the game, I don't have any problems at first; it plays fine until I remove the HMD. If you remove the HMD during a game, wait a moment, and then put it back on, the controller and hand tracking will not function. With the HMD removed, a slight movement of the mouse on the PC will restore the controller and hand tracking. At this time, the camera position becomes (0, 0, 0) on the PC screen and stops tracking the HMD position. - The above problem does not occur in APK builds. - This does not occur when I press the play button in the Unity editor and check on the actual device using Oculus Link. Versions - Oculus application: 38.0 - Oculus Quest2: 38.0 - Unity: 2021.2.7f1 - Oculus Integration: 38.0 - MRTK: 2.7.3 I do not see the key to solution at all and would appreciate your listing it if it is what, or it may seem to be revealed as it is enough even for seeming to become the hint.3.2KViews2likes5CommentsLink/Editor keyboard
Hi everyone! Sorry if this post is a duplicate. I'm searching for a way to display/get the keyboard inputs during a Link session and the Unity Playmode. We are not able to use the Unity TouchScreenKeyboard as it seems only compatible with Android/iOS and Windows Store Apps. I would be glad if someone knows a built-in solution as we need the multiple languages support which is not an easy task to implement. Thank your for your time!995Views1like1CommentHand Tracking + Windows Build?
I was wondering if anyone has been successful in getting hand tracking to work with a unity build targetted for windows? Considering you can use hand tracking with the oculus link inside Unity editor, surely this can be done for a build too...? The application I'm creating needs to have 2 users: One sat at the PC, controlling vehicles. One using the headset guiding the vehicles. It's kind of important that hand tracking is on as it allows the use of all fingers and gestures (unlike controllers). I know I could network this and sideload onto the Quest 2 to get the PC and the headset to communicate over a server (multi-platform compatibility). However, this increases the scope of the project... Any suggestions?1.6KViews3likes3CommentsHand Tracking on Oculus Quest 2 using Windows Unity Build (with Oculus Link)
Hi, I have checked Oculus is allowing to use their hand tracking system using Oculus Link only in Unity Editor, but I would like to ask if it is possible to use the hands tracking system on Windows Unity Build. Is it possible to this currently? Is it possible to do this in a previous version of Oculus Integration? There is any chance for me to use this hands tracking system on a Windows Unity Build? Thanks! Best regards.1.9KViews2likes5Comments