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Dynamic Resolution is always using the highest resolution possible even when the game is dropping frames. I'm testing this on Quest 2 and Quest 3, both with the latest OS version installed. Other features like Dynamic FFR, Dual-Core Mode, CPU/GPU Level Trading all are working correctly- only Dynamic Resolution seems to not work as intended. This is my current project setup:Unity 2022.3.49URP and OpenGLUniversal RP 14.0.11Meta XR Platform SDK 69.0.0Meta XR Core SDK 69.0.0Oculus XR Plugin 4.3.0URP Render Scale is 1xDynamic resolution is ON, min: 0.95x, max: 1.2xDynamic FFR is ON, max: HighI'm really not sure what to look into, technically all the known issues mentioned in the Dynamic Resolution documentation page have been fixed in Unity versions prior to the one I'm using.
As of Meta Core SDK v76, dragging in the "[BuildingBlock] Camera Rig" triggers behavior identical to pressing "Fix All" in the Project Setup Tool. This absolutely should not be the default behavior. One of the items triggered by this switches the project from using the Oculus plug-in provider to using the OpenXR one. I know the docs say Meta achieved 1:1 feature parity with Oculus and OpenXR plugins, but I can tell this isn't the case when, in my own experience today, new projects using OpenXR and OVRCameraRig experience head lock and passthrough failure, while the Oculus plug-in provider continues to work as expected (SDK v76, Unity 2022.3.59f1 AND Unity 6000.1.3f1, OpenXR Plugin 1.14.3, Oculus XR Plugin 4.5.1). Before realizing this behavior, I was experimenting with my setup so I could get enough details for a bug report. This involved swapping between OVRCameraRig and Unity's own XR Rig, because they seem to fail in different ways, and having the XR Plug-in Provider switched on me
On the Meta Avatar when the players are now too far above the floor. It looks like from my view I am into the floor but other players in my instance look like this above the floor even when I adjust the camera rig. Can anybody help?
I'm trying to load my actual room scan play area as a mesh so I can see what I'm working with and add gameobjects to specific locations in my room vs a relative method like "Find Spawn Locations". I can see it once I press play and go into my headset but not in the editor. How can I see my room scan in the editor so I can know where to place things?
I was trying out the "Upgrade to OVROverlayCanvas" option I see with v76 of the Interaction SDK and the UI looks sharper but I noticed that canvas that Ray and Poke interaction stopped working for canvas that were working after they got upgraded. Is this a known issue or has anyone gotten ray interaction working with OVROverlayCanvas v76 ?Claude seems to think that "OVROverlayCanvas disables all Unity-based raycast and pointer interaction.If you need to interact with your UI using ray or poke, you must use a standard world-space canvas, not an overlay. Only use OVROverlayCanvas for static, non-interactive UI." Is that right ?
Hello Community,i try to use the Immersive Debugger in a Unity 6 project. But i do not get to manage that the following error message disappear: "In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None." My guess is, that the error appears because of the debugger itself. The error will not be printed in the Unity Log if i start the application with the Simulator (but it will also appear in the Immersive Debugger Log).Has someone an idea whats wrong?
Hey! First time posting here but found something interesting others might want to know. It's an improvement, it seems, but requires modifying library files so I'd love to know if anyone knows where I can go from here.I've been playing with the MRUK destructible environment stuff. It works great (Nevermind the fact I've spent the last 8 months developing my own version 🙃) but noticed with some oddly shaped rooms that sometimes you may get mesh pieces that are HUGE on one side of the room and then appropriately sized on the other. I mean, to the point where it's unusable. This seems to be because of how they distribute the points in the GeneratePoints() method in the DestructibleGlobalMeshSpawner class. After finding this out, with the help of Copilot (I wouldn't want to take undue credit!), I added this method to `DestructibleGlobalMeshSpawner`:public static List<Vector3> SamplePointsOnMesh(Mesh mesh, int numPoints) { var points = new List<Vector3>(); var
Hi, I am trying to use the Immersive Debugger in my mixed reality Unity project. I have the latest version (v76) of Meta XR Core, Meta XR Platform, and Meta XR Simulator and am on Unity 6000.1.1f1.After enabling the Immersive debugger and setting it to display on start, I do not see it in my game scene no matter what settings I tweak. I am using OVRManager to enable various other Meta features and these have been working fine. When I run the app on headset, I can find these errors in Android Logcat:2025/05/16 17:23:31.790 11900 11926 Error Unity MissingMethodException: Constructor on type 'Meta.XR.ImmersiveDebugger.Manager.Watch`1[[UnityEngine.Transform, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]' not found. 2025/05/16 17:23:31.790 11900 11926 Error Unity at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Objec
During the checkout flow for in-app purchase, after the checkout page overlay is activated. If I directly close the checkout page overlay by clicking the meta button on the controller, without paying or cancelling the order, is it possible to display that checkout page again? So the user can resume that checkout.
Hey everyone, I'm working on an eye tracking project project with Quest Pro and Unity. However, our attempts failed with the warning "XR_ERROR_INITIALIZATION_FAILED." I wonder if there is anyone who has encountered a problem like this, and if anyone know how to possibly solve it. Thank you so much!
Hello, I'm developing a solution on Unity, and I'm using a combo Ray Interactable + Grabbable to move 3D Objects, the GameObject has a Rigidbody attached too.But when I test, the movement seems off, my GameObject doesn't move along the Ray that I made, it moves, but not along correctly. (I can interact with my object, but the object moves very slowly in relation on Ray)Is there a proper configuration to do?
I don't know if this has been discussed previously. I will be looking forward to getting a quest 3. I have had all the headsets since the go first came out.i used phone vr before that. With alien apartment being my favorite demo.I miss a lot of the games I had with the go. And still have mine to play on occasion. The reason I'm bringing this up. One of the games I would love to have a vr version of is Dreamlight valley. I would love to do all the things myself instead of cut screens. And be able to walk around my valley in life size. Is there anyone who might know about the probability that we would get a vr version of dreamlight valley. Or something that wo have the equivalent to it. A game like this would make buying the next version headset more justified for the price.
I am trying to amplify the Meta Avatar's Audiosource using ontriggerenter. Basically I need for everyone in the game to hear the player in that trigger zone throughout the entire world. Can anybody help? I am using one of the Meta Audio Example projects but don't know exactly what to do to accomplish this.
Hello,For our MVP built for Meta Quest devices using Unity 6, we have been using Undertone as a reasonably priced solution for voice to text. Before we move to production, I wanted to ask fellow developers if there are any commercial grade Voice to Text solutions that they incorporated in their projects.Two main issues I am currently experiencing with the current solution:- Users who are doing Meta Quest's own voice call would not be able to get the microphone to record anything they say when they run our app,- There is a slight delay in Undertone doing its backend processing which results in either CPU spikes or delayed responses. User feedback consistently underlines the need to see words appear as they speak, but what we have now is for people to talk a sentence, wait a few secs and see the full text, instead of real time, word by word transcription.I would be grateful for tips & tricks and recommendations on how to resolve these issues. Would Meta's own Voice to Text SDK
Hello,I'm developing an application on Meta Quest 3S using the Meta XR SDK in Unity, and I'm facing an unexpected behavior related to the focus events (OVRManager.InputFocusAcquired).Context:When the user locks the headset (with the side button) as he already was the Meta Universal Menu and then unlocks it, the OVRManager.InputFocusAcquired event is triggered immediately upon unlocking, even though the user has not yet clicked the “Resume” button in the Meta Universal Menu.Issue:This causes my application to resume too early.At this point, the application is not yet visible to the user — it’s still behind the system menu — resulting in Confusion for users (the app "comes back to life" while they’re still in the menu).Observed Behavior:OVRManager.InputFocusAcquired fires immediately upon unlocking the headset.My app thinks it is fully resumed, but the Meta system menu is still on screen.I couldn’t find a reliable way to detect when the user has actually clicked "Resume" to ret
Hi , I use Unity 2020.3.48f1 with Oculus integration version 53.1 and it gives me this error in the console everytime over and over again"ArgumentException: The scene is not loaded.UnityEngine.SceneManagement.Scene.GetRootGameObjects (System.Collections.Generic.List`1[T] rootGameObjects) (at <913bb12059fd4cef8da5cc94ad2f0933>:0)UnityEngine.SceneManagement.Scene.GetRootGameObjects () (at <913bb12059fd4cef8da5cc94ad2f0933>:0)Oculus.Interaction.Editor.UnityObjectAddedBroadcaster.HandleSceneOpened (UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode, System.Collections.Generic.HashSet`1[T] knownIds) (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:87)Oculus.Interaction.Editor.UnityObjectAddedBroadcaster+<>c__DisplayClass8_0.<.cctor>b__0 (UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.c
We've been experiencing issues on Meta SDK 76 with the OVR Overlay Canvas where after some time the overlay seems to shift when moving the headset quickly.We were able to consistently reproduce these results on Unity 6.1 with Universal Render Pipeline version 17.1.0 on a Quest 3.To reproduce the bug setup a OVR Overlay Canvas in a scene and build the application for Android. The canvas is setup with opaque overlay type.Once the application has launched press the single press the power button on the side of the headset to switch off the displays and then press it again to wake the headset up and re-enter the application - waiting for a period of time yield the same result but the problem appears instantly when the headset goes into standby.At this point move the headset around to observe the UI shift from it's intended location. This seems to be mainly affected by translation from the headset, moving away and towards the UI seemed to produce the most intense affect.The other issue we no
开发者您好,我想知道为什么在 Unity 中使用 oculus lipsync 插件时,角色模型的嘴部动画会包含牙齿和舌头的变化。但是当我尝试通过 c++interface 使用 oculus lipsync 进行原生开发时,即使我按照教程成功输出了 15 个音素的权重向量,也只有 15 个音素。当它们与 Avatar 模型结合时,模型只有嘴唇运动,牙齿紧紧闭合。我想知道如何解决这个问题吗?我是否可以使导出的数据和模型在原生开发中的组合效果与 unity 插件中的效果相同?如果有人能回答,我将不胜感激。
Hello everyone!I'm currently working at integrating the Meta Avatars 2 and the Full Body Tracking (Movement SDK) into my Unity project.Currently I have the avatars integrated with the animation behaviour, that also applies default animations to the legs and I have the body tracking working for a custom avatar. But now I'm wondering what is the best way to combine those two, since I would like to have the IK legs from the body tracking and the scaling capabilities applied to the avatars?Thank you in advance!
Hi Guys, I’m new in Unity XR development. Currently I want to try Meta Quest development in Unity 6.0, but when I intall the Meta XR SDKs, the Editor would be crashed in ‘Running Backend’.And I tried to download official sample and download different version of Editor to see what will happend, but crashed same as before.LOG:Start importing Packages/com.unity.modules.physics2d/package.ModuleCompilationTrigger using Guid(fe6a6957b37b61417b457a1e0541791d) (DefaultImporter) -> (artifact id: 'a5a6ae7d64235baf32ceb35097cc3c10') in 0.0005773 seconds Refreshing native plugins compatible for Editor in 4.06 ms, found 7 plugins. Native extension for Android target not found Native extension for WindowsStandalone target not found [OVRPlugin][INFO] UnityPluginLoad called ================================================================= Native Crash Reporting ================================================================= Got a UNKNOWN while executing native code. This usually indicates a fata
Can i make my own museum/exibition art and let many people go in that in real time and location.
I am Unity calls Meta Quest Pro eye tracking function, still cannot enable OVRPlugin. EyeTrackingEnabled (value constant false), even if confirm the eye tracking equipment support. The following is the core code: "void Start()"{if (OVRPlugin.eyeTrackingSupported){if (OVRPlugin.eyeTrackingEnabled){Debug.Log(" Eye tracking enabled "); // Never triggered}else{Debug. LogWarning(" Device supported but not enabled "); // Always triggered}}else{Debug. LogWarning(" Device Not Supported "); // Never triggered}}" Confirm that the device supports eye trackers, the developer mode is enabled, and eye tracking is enabled in the Meta Quest Link Settings.The eye tracker can be calibrated correctly through the built-in calibrationBesides, how to call the calibration program in unity? Because the software I developed has high requirements for eye movement information, I hope that a calibration process can be added for each subject before conducting the experiment
Hi all,can someone post a free sample, template, or better: starter project for visualise hands in a quest 3 with pcvr link please?i ve try many tuto but with new updates (may 2025), nothink work...thanks in advancePS: i use virtual desktop and all last versions of unity and componants
When I have multiple players in my Lobby, often one of the players will hear their voice coming from another player. I suspect that this is due to the player's mic picking up their speakers, because if they turn down their volume or shut off their mic temporarily, the echoing stops. I was assured by my voice chat library Normcore that this is a function of Meta's echo cancellation. Has anyone been having this issue recently or knows how to fix it?
Hi EveryoneI have a meta quest project so i need to read data from esp32 and then do something based on outputI'm using unity 6 and Meta XR AIO SDKSo could u help me so i can do it in standalone mode of Quest (not pcvr)(If u could give me sample codes too i will be so grateful )BTW I'm a newbie in unity Thanks in advance
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