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.68Views0likes1CommentXR 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!679Views0likes6CommentsXR 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 v63812Views0likes0CommentsXR 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/rh8vsd4oqv7rk7ha7hhj32suwfmqg6jp918Views0likes1CommentI need to change a terrain using room data, how i can do that?
My first idea was use the depht data from the quest 2 but i can't found information about use of that data i think that the data is restringed for developers, is possible acces to obstacle data from the device? or i need to process images with OpenCV like api631Views0likes0CommentsFPS is gradually decreasing on Quest 2
I'm working on a multiplayer vr app for quest 2. There is a starting scene and a common room scene where all players join. Movement around the stage is carried out using teleportation. The player is represented by XR Origin component with XR Controller components. I noticed that after some time in the application, FPS drops. After about 10-15 minutes, FPS drops from original 72 to 45 - 50, and is no longer restored. Even going to the starting scene does not help, and only restarting the application helps to return the fps to the original 72. Running the app in host mode doesn't help either. The profiler shows that the resource consumption of the EarlyUpdate.XRUpdate method is increasing more and more, but I can not understand what this is connected with. I would really appreciate your help in solving this problem! Unity version: 2021.2.6.f1 Oculus XR Plugin: 1.11.3 XR Plugin Management: 4.2.11.4KViews2likes1CommentQuest 2 crash on trigger input
Unity: 2020.3.18f1 Hello, I am developing an application in Unity and running it on the Quest 2. It is initialized after Runtime with XRGeneralSettings.Instance.Manager.InitializeLoaderSync(); XRGeneralSettings.Instance.Manager.StartSubsystems(); And I am am able to enter the space and move around and jump, but when I provide input through the triggers, the headset seems to crash; it fades to black and the hourglass appears forever. I have not assigned anything fancy to those inputs; I don't know why they would crash. I have android Dev set up and am using Oculus XR Plugin OpenXR Plugin XR Interaction Toolkit XR Plugin Management. I am also not able to exit VR smoothly; the headset crashes but the app continues to run in unity engine. Can anyone provide any guidance? I am new to VR dev.1KViews0likes0CommentsAPK Unity Build camera split into many tiny screens
Using unity 2021.0.6b I believe. Upgrading to 2021.10 to see if that helps. Then next ill try loweing vulkan below openGL in settings. It's weird. My custom splash screen that shows title that covers the whole screen is fine when it starts then once that's gone the view is like 50 tiny screens of the same camera view. It's fine when viewing in playmode. On build it does this though. I did a build a while back and it was fine then. Not sure what the deal is. Tried ARM64 and ARM7. Using XR plug in. Quest 2. Using vrsideloader for the moment, that shouldn't matter though it's what I used last time I did a build that had worked.904Views0likes0Comments