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I am trying to use the Quest Runtime Optimizer (v0.1.0 from the asset store) on an OpenXR project with Unity 2022.3.54f1.I am building and deploying an apk to a Meta Quest 3 (version 79.0).The Scan GameObjects functionnality works fine. However, when I try to "Capture Frame" from the Quest Runtime Optimizer editor windows, I get the following error:MetricAPI: 68946B12.json execode: 0 single positional indexer is out-of-boundsTraceback (most recent call last): File "C:\open\fbsource\arvr\projects\integrations\Unity\RuntimeOptimizer\Editor\PerformanceInsight\MetricAPI.py", line 1118, in main File "pandas\core\indexing.py", line 1191, in __getitem__ File "pandas\core\indexing.py", line 1752, in _getitem_axis File "pandas\core\indexing.py", line 1685, in _validate_integerIndexError: single positional indexer is out-of-boundsUnityEngine.Debug:LogError (object)Meta.XR.RuntimeOptimizer.Core.Util:DebugLogError (object) (at ./Library/PackageCache/co
Hello all,I recently purchased a Quest 3S and Unity does not see it. It is in developer mode, I am using a USB 3 cable (passes the cable test) and the Meta Quest Link sees the unit. I'm at at total loss here. I have uninstalled all Unity versions and the Unity hub and re-installed, same with Meta Quest Link. The strange part is that Unity will see my old Oculus Quest 2 fine. I hope I'm just missing something simple. Any help is greatly appreciated.
Hey,Using Unity 2023.2.2.Whenever i call Activate() on the VoiceService (VoiceActivationButton) the app crashes with the following error:Any suggestions? 2023/12/08 18:22:15.037 26663 26687 Info Unity [INFO] [VSDK <WaitForMics>d__71] Found 1 Mics 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.VLog:Log(VLogLevel, String, Object) 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Lib.Mic:RefreshMicDevices() 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Lib.<WaitForMics>d__71:MoveNext() 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Lib.Mic:SafeStartMicrophone() 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.GameObject:Internal_AddComponentWithType(Type) 2023/12/08 18:22:15.037 26663 26687
Hi im pretty new to Unity development with the Meta XR SDK. Im on Unity 6.2 and using Meta All-in-One SDK version 78. I've been trying to figure out how to launch a Synthetic Environment Server on the Meta XR Simulator and everytime I try to enter play mode using the Simulator and launch a room from the list of rooms, Unity fails to find the .exe file in the directory path above. And sometimes the editor would just crash when I press play. I tried removing and reinstalling the packages but it just won't work. Any solutions or am I missing something? Thanks
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)
Hi, is there a way to use the eyetracker at maximum sample rate? Our application is running around 30 fps but we want use maximum eye tracker frequency for our research analytics, is there a way to do it? Currently we use OVRPlugin.GetEyeGazesState() but that only gives us last value for the frame. We would like to get list of values sampled since last frame, or sample it separate thread at desired frequency. Any help is appreciated.
I am making a MR app, that has worked great so far, but suddenly now when I build out I get this:Does anyone have any idea of why this happens?
I'm really trying to avoid traveling with a giant router. I know many recommended the Kevin minions router but that thing is not in a easily packable shape. From my research there is basically no portable 6e router that allows me to just plug it in, go to web interface, and setup from there. I don't want to install any android apps or give any personal info. I'd basically never connect it to the internet. Maybe once for any software update.If there are no portable ones what's a recommended one that almost easy from travel?
Problem SummaryWe're developing VR applications that integrate Meta Quest Pro with external motion capture systems(Nokov). The Quest Pro's automatic origin reset mechanism is causing severe coordinate system misalignment, making it impossible to maintain stable synchronization between headset tracking and external mocap data.Technical DetailsCore IssueAutomatic Origin Reset: Quest Pro automatically resets its tracking origin to the current virtual node position during runtimeCoordinate System Conflict: This conflicts with our external motion capture system's fixed coordinate systemCannot Disable: The automatic correction mechanism appears to be hardcoded and cannot be disabledCurrent BehaviorWe successfully calibrate and align Quest Pro tracking with external mocapQuest Pro automatically resets origin after some time/movementAll previous positioning/calibration becomes invalidHand tracking and head tracking become desynchronizedCode/SDK ObservationsPositioning logic is encapsulated in
Hello everyone!I'm developing a networked experience using Unity 6 with Netcode for Gameobjects and the MetaXR SDK. I am trying to get Shared Spatial Anchors working using Colocation so that the players can see the same frame of reference in Mixed Reality.I managed to get Colocation and Shared Spatial Anchor sharing to work but when I try to align my player rig using the Shared Spatial Anchor from the host there is a misalignment in the scene.No obvious errors or warning are being thrown,I am using the code in the documentation as well as a video tutorial from "XR Dev Rob - Colocation with Meta’s Shared Spatial Anchors & the new Colocation Discovery API" as my main point of reference for my own code.Below is my alignment codeif (await unboundAnchor.LocalizeAsync()) { Debug.Log($"Anchor localized successfully, UUID: {unboundAnchor.Uuid}"); var anchorGameObject = GameObject.Instantiate(_anchorPrefab); var spatialAnchor = anchorGameObject.GetOrAddComponent<OVRSpati
Tracking the left hand separately is possible, but not the right hand. How can we solve this problem?meta sdk V77
Hi, I'm getting a problem with the distance grab function using the Meta Interaction SDK. Using the Quick Actions, I am adding the utility to my grabbable object. When I test the grab, it works fine the first time. However after the first 'pinch', the second pinch returns the console error 'Setting linear velocity of a kinematic body is not supported'. The resulting behaviour of the grabbable object is that it moves only halfway to my pinching hand and then stops. I'm using the built in render pipeline and the OculusXR plugin.Any help would be great!
We recently discovered the Meta Quest Runtime Optimizer and were excited to try it - it really helped improve our app's performance initially.However, build errors suddenly appeared out of nowhere. Same project, same settings, everything identical to our working builds from the day before.Errors encountered:Duplicate libopenxr_loader.so conflicts during buildjava.lang.StackOverflowError in GradleAfter resolving build conflicts with pickFirst, app launched with sound only (stuck at loading screen)Attempted fixes:Added pickFirst rules in launcher Gradle template (fixed build, but app still broken)Removed and reimported Meta XR All-in-One SDK (no change)Solution: Removing the Meta Quest Runtime Optimizer plugin completely resolved all issues. Build succeeds and app runs normally again.Has anyone else experienced similar conflicts with the Runtime Optimizer? We really like this feature but this .Environment:Unity 2022.3.53f1Meta XR All-in-One SDK (for the utilities) 78.0.0Meta Quest Runtim
This post is not a question as much as just general feedback after working with the SDK. I want to gage if other people have had a similar experience.I work on a multi user app that was built originally with half body avatars in mind but with Meta announcing that they would discontinue support for them, we had no choice but to migrate to full body. Our app is very versatile and covers a lot of different movement and sitting types so solving for each individually is not ideal. What I expected: All current VR hardware (with the exception of additional trackers) gives us three fundamental inputs on the position of the user: head + both hands. Logically, all of the avatar systems I have worked with up until this point take that into account. They take a head + two hand positions as input and voila the avatar is now in the right place in relation to the floor. In the case of a sitting avatar, you would probably input another location that defines where the avatars butt should be to sit
Meta Oculus supports controllers and hands together.But I need to deny recogzite right hand (allow only controller) - I don't know how to do that!(I still needs left hand as hand)Sometimes if I use controller on right hand and freeze for couple seconds its unexpectedly autoswitch to hand recognition - that/s bad :(
ContextUnity + Meta XR Building Blocks. I'm building an AR app (Passthrough + MR Utility Kit). I show a world-space UI dialog above an MRUK table (Canvas in world space, RectTransform placed at the table center + slight lift to sit on the surface -> all via script).SymptomWhenever I push the right controller thumbstick downward, the dialog appears to "jump" ~0.5 m up, and pushing again makes it jump back down. This happened both on the device and in the Simulator.What it actually isIt's not the dialog moving. Logging showed Camera.main.transform.position.y toggling between two values (1.047 <-> 1.547), while the dialog's world Y stayed constant.
Hi,I have begun using the physical controller connection in the Meta XR simulator to test more complex controller gestures but have immediately run into issues.The forwarding server is running on the headset, and the simulator successfully connects, but the controllers do not move, and just sit at the origin motionless.If I restart the Unity editor, the physical controllers will work once, but the next time I enter play mode they will not work until the editor is again restarted. There are no error logs or other obvious reasons for this failure. I am on Unity 6000.0.55f1 using v77 of the Simulator and the Meta SDK.
I'm very new to this world and learning curve is real. I've been teaching myself Unity all summer for an art exhibit in two weeks where I plan to have this VR project. It's close, but I can't seem to get the controllers to interact with the UI Buttons and change scenes. I have four UI canvases (each with a UI button child) that will connect to the 4 different scenes. I started with Unity's XR Interaction Toolkit and switched to Meta Interaction and using Building blocks hoping it would simplify the process. I've read so many different ways to get the ray to change scenes, but so far it isn't working. At this point, I think I have too many components on my game objects so I'm not sure how to troubleshoot. On the one UI Canvas I'm testing, I have graphic raycaster, tracked device graphic raycaster, pointable canvas. On the UI Button I have a button component with OnClick set to the scene via SceneLoader script (which was working with mouseclick, but now its not), Pointabl
I am not able to see the text and buttons in my unity editor suddenly. Its not visible when i build too. what could be the reason?
Tomorrow I was proposed for a Meta XR Simulator (v78) update on Unity 2022.3.62f (Win11) but I get this error:[Meta XR Simulator Installer] Central Directory corrupt.UnityEngine.Debug:LogError (object)Meta.XR.Simulator.Editor.LogUtils:ReportError (string,string) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Utils/LogUtils.cs:40)Meta.XR.Simulator.Editor.LogUtils:DisplayDialogOrError (string,string,bool) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Utils/LogUtils.cs:50)Meta.XR.Simulator.Editor.Installer/<>c__DisplayClass12_0:<InstallXRSimulator>b__1 (string) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Installer.cs:90)Meta.XR.Simulator.Editor.Installer/<>c__DisplayClass14_0:<InstallXRSim>b__2 (string) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Installer.cs:122)Meta.XR.Simulator.Editor.Installer:UnzipPackage (string,string,System.Action`1<string>) (at ./Library/PackageCache/com.meta.xr.s
Is it possible to access the final rendered video data of Mixed Reality experience of the user within Unity?Purpose: I want to stream the POV of the user to a web application, for this I need access to the video feed itself, that the user sees. So far I couldn't really find any information about that :/
I'm writing a final thesis that uses Meta's Movement SDK for body tracking and I am frequently sourcing websites like for example:https://developers.meta.com/horizon/documentation/unity/move-body-trackingWith every new SDK version, the documentation website frequently gets updated. My problem with that is that developers who are using v68 can't look at the older versions of the documentation. Also for sourcing and citing information this is a nightmare because when a page is updated for the new SDK versions, previous instructions are gone from the internet. It can't even be looked at using The Internet Archive's Wayback Machine.So creating a dropdown that let's you pick a version of the SDK that you are using would be a life saver, for quoting the documentation. (Just in case I would like to note that this problem isn't with a specific version like v68 but an overall problem of information dissappearing forever from Meta's offical documentation website)
Hello, I am using the Meta - Voice SDK - Immersive Voice Commands in my Unity project. The package waits to listen for about 5 seconds when the user is not speaking. I want to extend the waiting time when the user is not speaking. Is it possible to extend this?
Greetings, I work at a technology company where we are developing an experience for the "Meta Quest 2" device in the Unity environment. In our use case, the user never needs to exit the application, since when finished he should remove the helmet and continue with his visit. Our users are not necessarily familiar with Oculus technology, and we fear that they may accidentally perform the gesture to open the universal menu. For this reason, we request help to disable this option, since we have not found how to do it in the documentation of either the SDK or the device. The experience works entirely through "Hand Tracking", so turning it off is not an option. We have found out about third-party services such as ArborXR, ManageXR or Oculus for Business, which allow you to put the device in "Kiosk Mode", but having them would exceed the budget of our project. As developers we would like to make a simpler and more personalized implementation, since many of its servic
II set up a new project, install all meta packages. but When I try to find the room models in the building blocks. I didn't find it. My Unity3D version 6000.1.13f1 and the Meta XR SDK version is v78.
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