Physical transition between rooms in XR Quest 3 - How to?
Hello, I'm making a mixed reality app, and I have scanned two rooms in my house. I have used the Passthrough, MR Utility Kit and Effect Mesh building blocks, but I can't move between rooms without the screen getting covered up in grey, even though I can see the other room being rendered in the effect mesh. How can I disable this "out-of-bounds" effect in order to transition physically between both rooms? The first image is from the room I started the app, the second is from the second room looking towards the first.73Views0likes1CommentXR Composition Layers are invisible when the MetaXR feature group is enabled
I am using Unity's XR Composition Layers to render a canvas (like a floating desktop) on a Meta Quest 3. The problem I am facing is that the canvas is invisible as soon as the Meta XR Feature Group is enabled. I am using: Unity 6000.1.2f1 Meta XR Core SDK 77.0.0 XR Composition Layers 2.0.0 OpenXR 1.14.3 URP 17.1.0 Unity OpenXR Meta (for passthrough) 2.1.1 The composition layers work well as long as the ‘Meta XR’ Feature Group is disabled in the XR Plugin Management settings for OpenXR. As soon as it is checked, without changing anything else, the composition layer is invisible on device. All my tests on device were done with an actual build, not via Oculus Link, as a build is where is should eventually work. The same issue was posted here on the Unity Discussions Forum. Unity has confirmed that it is caused by a bug in the Meta SDK package, which appears to be disabling certain layers at runtime, which prevents Unity's code from executing properly on the headsets. Is this already being looked into? When can an update be expected? Thank you in advance!680Views0likes6CommentsHand Tracking menu ruins game play
The first thing people do with hand tracking is look at their hands. The second thing they do is touch their fingers. Then Quest shuts down the game; because that's the hand gesture Meta chose as an 'escape' key. I encourage players to see/feel their hands in the experience because it is so much more enjoyable and immersive. Literally the entire point of mixed reality. This menu punishes all that fun with a distracting, overly sensitive button that apparently cannot be disabled. But can it be delayed? Ideally, the icon would not appear until after touching (and holding) thumb/finger together for 2 seconds, then become active (similar to holding controller's menu button down to reset view). I understand Quest "needs" an escape gesture, but not if it constantly interrupts everything. Anyone else dealing with this? Found another solution or workaround?2KViews5likes6Commentswindow.requestAnimationFrame not working in newest 33.3 Meta browser in WebXR mode
I used window.requestAnimationFrame inside a WebXR app, which previously work fine in the Meta Browser, but it seems automatically update to 33.3 on June 3rd, and now this function only works when I press the Meta button to pop up the browser but not work at all when I hide the browser and enter the XR mode. Any helps? Maybe I need to change the function? But I don't see an alternative to count frames accurately. Basically I want to have a timeManager that supervise the timing of different assets in the app.918Views1like2CommentsXR Simulator only works once
Whenever I try to test my game for the second time after opening the project, the XR Simulator won't open and I get an error saying "Failed to set DeveloperMode on Start". I know there's already a thread on this, but the script they provided didn't work for me.537Views0likes0CommentsHow to learn MetaXR Spatial Anchors for Unity
Hello! I cannot seem to follow the documentation for MetaXR Spatial Anchors - they implemented 'Building Blocks' and I cannot find any documentation for it, I am working on a simple singleplayer local spatial anchor setup and I simply cannot make any headway. How do I learn to use this feature? Its so important for Mixed Reality 😞 Also - if you happen to know the most stable version of Unity and MetaXR (or if you use other XR integrations) that offer DepthAPI Dynamic Occlusion/Room meshes/Floor pathing for NPC's, otherwise I've been struggling on Unity 2022.3.24f1 with MetaXR v63813Views0likes0Commentsneed advice on online education platform
we have a small team building medical training for doctors in hospital question: after building the XR scene with unity/openxr, what is the best practice to integrate XR program with online course platform? is openEdx a good online education platform for delivering XR program? please help980Views0likes0CommentsXR Interaction Toolkit Locomotion Up and Down
Hello, I am trying to implement a 3D Movement (Forward/Backward, Turn left/right, Up/Down)with XR Interaction Toolkit. For Forward and Backward and Turning around, it works easy with XRI Default Input Actions. But the Up/Down Movement doesn't work. Does anybody has a solution? Actually I setup my aircraft, for Left Controller Joy Stick (Up/Down Movement) for Forward/backward and Right Controller Joy Stick (Left/Right Movement) for turning around. I want to setup for Right Controller Joy Stick (Up/Down Movement) for Up/Down in the 3D area. In the Continuous Move Provider script, I tried to change the Forward Source other than main Camera but the Transform remains always the same. Thanks in Advance!2.2KViews1like2CommentsBlurred lines on objects when rotating head in Quest HMD. Any best practices to resolve the issue?
Hello! We are developing a VR Unity project and running into an issue when viewing on Quest 3. When looking at an object and moving your head left to right, the object (especially text) shakes back and forth an excessive amount. We've dialed in aliasing, so this appears to be a separate & different issue. Environment is otherwise performing well, but when getting close to logos and moving left to right, there seems to be a refresh rate and/or frame rate drop. This does not happen at a distance - only when getting closer. Any best practices/thoughts would be greatly appreciated. Project Details: Target platform is Quest 2 and Quest 3 Unity 2022.3.7f1 with Android/UWP/Windows modules XR Interaction Kit XR Plug-in Management - Oculus Project Panel Settings (Images): Player settings Player Settings 01 - https://app.box.com/s/szl1eti3qka0xjdq7cus04ya0vgc4eez Player Settings 02 - https://app.box.com/s/xxah3833ce29gwfaz829ap6skdkkafuc Player Settings 03 - https://app.box.com/s/bovgmdvxiabguro8vxxigx023hhnmm7e Project Settings – Quality (with URP Performant inspector panel) - https://app.box.com/s/1rqd9sjfbobnlvck583uodllgndpq7hk Project Settings – XR Plug-in Management – Oculus Panel - https://app.box.com/s/4bfvv5kgtgrvzvljgu0s47v082ot0f6y Project Settings – Graphics Panel - https://app.box.com/s/5cwjl1g5v5lcujrmupcmkfunew0qiizt Inspector window of XR Interaction Setup Game Object’s Main Camera - https://app.box.com/s/rh8vsd4oqv7rk7ha7hhj32suwfmqg6jp920Views0likes1Comment