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Hi,I am using the Meta XR SDK and the OVROverlayCanvas to try and get my canvas to be more readable. While I can use Meta Link and the Simulator (with Preview in Editor) to see the imposter, when I make a build, I see nothing. Since the camera culls the original UI layer, I see nothing, but I can still interact with the UI (the raycast stops where the UI is) but no visuals. Layers are set on the canvas and children to UI with the overlay layer set to 'Overlay UI' which is culled in the camera. In the logs, the only useful bit I see is an error:Camera.GetStereoProjectionMatrix is returning an invalid valid value since the value has not been set.This issue occurs if I try to build the OVROverlayCanvas or OVROverlayCanvas_Text example scenes, but the regular OVROverlay example works as intended.I am using Unity 2022.3.46f1Meta XR SDK 68.0.2URP 14.0.11Anyone know what I could be missing?
I am kindly asking the community for the help and Meta staff to take care of this bug report or redirect me to the better place to submit the bug report.Possible duplicate of: https://communityforums.atmeta.com/t5/Unity-VR-Development/Transparent-Materials-render-Passthrough-through-them-even/td-p/1060049 My setup is pretty much similar.Description:Semi-transparent unlit objects leak passthrough layer over the other objects in the scene. Most of the built-in transparent shaders (or similar like fade mode) are affected by the bug.Bonus: UI (and Sprite) shaders also have their own problems with passthrough and transparency - they leak the clear flags color instead.Bonus 2: I saw that the standard material with transparent mode is rendered over other objects as intended but invisible over the passthrough...Video link: https://drive.google.com/file/d/1IY28LuH17AACvX-IhW4aKclZlq_M-aix/view?usp=sharingEnvironment:- Meta Quest Pro- Unity 2021.3.25f1- Oculus Integration SDK 54.1
I've added the text to speech block to my app and configured it. Once I build the project and launch it on my meta quest it just crashes. I am using unity version 6000.0.46f1.Here is a stack trace: https://drive.google.com/file/d/1Bj5h02LPMZdYbJOPxaBPP-iKUxszB9CJ/view?usp=sharing
Hey, I've been building from unity my apk's (and obb) as usual and since the last update of my headset I keep getting stuck in a gray grid, it happens randomly, or just after building or after 15 minutes. Also, I can't get out of the grid in any way, not even with controller and trying to exit to menu, the only options I have are the power options. Anyone else running into this?
Is it possible to instantiate a gameObject as kinematic, but then after being grabbed have it not be kinematic? The desired effect being the object is frozen in the air to start, can be grabbed, but after release drops to ground. So before being grabbed: obj.GetComponent<Rigidbody>().isKinematic = true; obj.GetComponent<Rigidbody>().useGravity = false;And after being release from grab: obj.GetComponent<Rigidbody>().isKinematic = false; obj.GetComponent<Rigidbody>().useGravity = true;Thanks!
Core SDK 74 now recommends using OpenXR but the performance on app start are awful for 10 seconds before the image stabalizes, I also tried with SDK 72 but the problem still is OpenXR.My start scene has many objects, 50 render passes 2K textures per asset disabling them reduces the stutter but it runs fine with OculusXRI tried on Unity 6.0.45:URP 17.0.4 + OpenXR 1.14.2 = Stutters for 10 secs then acceptableBiRP + OpenXR = Stuters all the time, after 1 min the app crashesURP + OculusXR 4.5.1 = OKBiRP+ Oculus XR = OKI use the building block: CameraRig, no controllers, passthrough or other scripts.
Just update to SDK 76 and EVERY PLAYMODE and opening of the project the Validator menu pops-up, even after clicking "ignore" on the Meta Validator.No, I don't want to use OpenXR it performs worse than OculusXR, No, my post post-processing won't be in the VR version but I need them for the PC version. Someone make it stop please.
Hi everyone,I’m the developer of Essential Kit, a Unity plugin built to simplify cross-platform development by offering a unified API for commonly used system features. It already supports iOS, Android, tvOS, and Android PC, and we’re currently exploring potential support for Oculus Quest.Before investing in the integration, I’d love to hear from Quest developers on whether such a toolkit would be useful for your workflows.Here are the features we’re considering that could be relevant for Quest:Billing – Privacy-focused IAP (consumables, non-consumables, subscriptions)Game Services – Leaderboards and achievements with a clean APICloud Services – Save/load data using cloud storage (e.g., Saved Games)Deep Link Services – Launch specific screens/content from a URLLocal Notification System – Schedule local notificationsPush Notification System – Receive remote notificationsNetwork Connectivity – Check for internet availabilityRate My App – Customizable rating promptWebView – Display web co
I am trying to find if there are specific requirements for performance between loading scenes wit, and if tricks like having everything fade-to-black during a heavy (1+ sec) loading time are acceptable or not. We are using the LoadSceneAsync method and loading time still takes a couple seconds of unresponsiveness. Would like to know before undergoing heavier work to amortize level loading across a few seconds.This would be for being able to get onto the Meta Horizon Store.
Hi, I was wondering if, unlike the Quest Pro, the Quest 3 would allow access to the camera feed (RGB or IR, or both), and/or allow us to scan a QR code with the cameras ? That would be great. Thanks
In the OVRPlugin.cs script in Meta SDK for Unity there is a function "TryLocateSpace" I have been used for relocating the Spatial Anchors. This is the declaration: public static bool TryLocateSpace(UInt64 space, TrackingOrigin baseOrigin, out Posef pose, out SpaceLocationFlags locationFlags) After updating the Meta SDK to the last version V.74 I receive this a warning when accesing to the spatial anchor space (the first parameter of the function) --> ovrSpatialAnchor.Space.Handle The warning: 'OVRSpatialAnchor.Space' is obsolet: 'This property exposes an internal handle that should no longer be necessary. You can Save, Erase and Share anchors using methods in this class'. Why this property is now obsolete? Is there another new way of relocating the anchors then?
Hi all,We're using Meta XR Building Blocks in our Unity project, and we do not want to use Photon Voice, but we're running into a couple of issues:Removing Photon Voice causes errors in the Meta XR Building Blocks, even though voice functionality isn't something we want in our app.When building the app (even without Photon Voice explicitly used), it prompts for microphone permission, which is not ideal since voice isn't part of our experience.It seems like there's a hard dependency between Meta XR Building Blocks and Photon Voice, or maybe it's being referenced in a way that makes it difficult to cleanly remove.Has anyone figured out how to safely remove Photon Voice without breaking Building Blocks or triggering microphone permission requests? Ideally, we'd like to strip it out entirely and only include what we actually use.Any insight or workaround would be greatly appreciated!Thanks in advance.Would you like help identifying which scripts or prefabs in the Meta XR Building Blocks ar
My latest build, including all of the previously working builds on older versions just black screen after displaying the game logo.The device logs don't display any errors, null references etc.I tried API 32 - 33 and 34.I'm on Unity 2022.3.26f1
Hello, I've been using Unity Meta XR All-in-One SDK v71 for some time and everything was working fine but since I updated to version v74 or v76 when I launch PlayMode on Unity nothing launches in my headset even though I've checked and everything is set up correctly I haven't changed anything since version 71. I have no idea what to do or where this could be coming from, could you give me an idea? Thanks in advance,
Getting crashes on large baked scene, fine on small one. Only in 2020, fine in u6 so I'd like to verify a few assumptions.Native.Interface.AudioSceneIRReadMemory and AudioGeometryReadMeshMemory comment says that it reads a native array into an object. Does "read" mean copy? I'm wondering if I'm disposing the temp native array too early, I mean that wouldn't explain the non-crash on small scenes but I can't come up with a different explanation.The temp native array that needs to be created to fix the lack of .unityWebRequest.handler.nativeData should be large enough. If you could check...IntPtr _geometryMemory = IntPtr.Zero; IEnumerator LoadGeometryAsync(string relativePath) { string path = Application.streamingAssetsPath+"/"+relativePath; #if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX path = "file://" + path; #endif Debug.Log($"Loading Geometry {name} from StreamingAssets {path}",gameObject); float startTime = Time.realtimeSinceStartup; Profiler.BeginSample("MetaXRAc
I have a VR game where 10% of my players tell me they can't see anything in the game except a monotone color like black or blue. One of them figured out that if they turn off the battery saver mode, my game works perfectly fine. How do I set up my Unity project so that battery saver mode doesn't kill my graphics?
Everytime i use a script to make my game 90hz, it defaults to 45fps/90hz, but when i choose 72hz, it works great 72fps/72hz. Its not a performance issue because when i use an ADB command to set to 90hz, it does 90fps/90hz without any problem and runs smoothly. i checked the android logcat and i noticed that when its 45fps/90hz VSnc=2, when its 72fps/72hz VSnc=1, even though i disabled vsync in the unity quality settings and i even used ' QualitySettings.vSyncCount = 0;'. And yes, SpaceWarp is disabled i checked many times even in ovr metrics tool. I dont know what to do anymore I googled everything and nothing seems to work so please help me.Im using OpenXR plugin not the Oculus one, but i also tried oculus and same problem so it doesnt matter.Using a project that i created in 2022.3 Unity but updated to Unity 6 (and yes even in the 2022 version its the same problem)Please help me its been days.
I'm currently developing a VR magic game using the Meta XR SDK. In my project, I don't want to use hand tracking, even if users place their controllers on the desk. I tried changing the tracking support option in the OVRCameraRig inspector to "Controller Only", but it doesn't seem to work.Inspector path: Controller Features → Tracking Support → Controller OnlyDoes anyone know how to fix this issue?Sorry if my English is a bit rough—thanks for your help!
I'm trying to make an avatar invisible during the game. The avatar has the SampleAvatarEntity component and the Active View is set to ThirdPerson in the Unity Editor, this is how it should be at the start of the game. However, at a certain point I want to set the ActiveView to None from a different script. However when I call avatarEntity.SetActiveView(ovrAvatar2EntityViewFlags.None);I get the error ' error CS0122: 'OvrAvatarEntity.SetActiveView(CAPI.ovrAvatar2EntityViewFlags)' is inaccessible due to its protection level'Is there a way to make the avatar invisible from code while using the SampleAvatarEntity?
I have a VR application developed using Unity that is running on my remote PC. I am able to use the Meta XR Simulator to run it properly.However, I need to be able to run it on my Quest 3 as well which is connected to my local PC.I have connected both my Quest 3 and remote PC to the same VPN using tailscale, and then used ALVR via sidequest to connect my Quest 3 to the remote PC. It is working, but I see a green screen — which means Unity isn’t submitting frames to the SteamVR compositor properly.My other team members are able to work using Meta Quest Link, since they can connect to their local PC. However, my local PC is not powerful enough to run the VR app.How do I fix this? Kindly help! How do I fix this issue ?
Hi everyone,I’m building a Unity XR app for Quest 3 that populates GameObjects via a PC API: in the Editor I populate my environment with game objects, serialize them to JSON, then load that JSON in my Quest build. To align virtual content with the physical environment, I place a single “origin” anchor in Quest, save all object positions relative to it, and it works flawlessly on device.My problem: anchors I create at runtime on the Quest won’t load back in the Editor (even over Link) or the other way around. They use their own storage and I have to create at an identical physical position, the same anchor to both the build and Editor, which is not an ideal solution. I’ve tried Oculus’s Shared Spatial Anchors sample (Colocation scene) but can’t pull down the saved anchor group into my Editor session.What I did:Created an app and set the api correctlySet the Photon App and api connectionCreated a test user and linked it to the AppUploaded a build in the Alpha branch, which I can access
Hi everyone,I’ve run into something strange and I’m not sure if it’s a bug or a hidden feature, so I thought I’d ask here.I’m working on a project using Unity 6 (6000.0.44f1) with the Meta XR All-in-One SDK (74.0.3) and the Meta Movement SDK (74.0.0). I’m trying to get body tracking to work together with Simultaneous Hands and Controllers for my avatar.Here’s the issue:When I enable "Simultaneous Hands and Controllers" in the Inspector, body tracking stops working.But if I:Enable "Simultaneous Hands and Controllers"Then enable "Launch Simultaneous Hands and Controllers Mode"Then go back and disable "Simultaneous Hands and Controllers"The "Launch Simultaneous Hands and Controllers Mode" stays active, and everything works! Body tracking, hands, and controller tracking all function well together in the editor/play mode.However, when I make a build, body tracking stops working again, even though I followed the same sequence.I honestly stumbled upon this by accident while trying diffe
In my projects, it is strange that MRUK can't load real room data from device through Meta Quest Link in Unity play mode, but it can work if I build the app to Quest.I have tried Meta XR SDK v76, v74 and v72 with Quest OS version v77 and v76, but all of them can't load room data through link. The version of my Meta Quest Link is the latest. The data source of my MRUK script is set to Device with Prefab Fallback. When running Unity play mode through link, it can't load data from device. Instead, it becomes Prefab mode. I have opened the spatial data permission in Meta Quest Link.It is strange that there is a project which I developed two months ago using SDK v72. At that time, everything worked well. However, now the same project can't load room data from my Quest through Meta Quest Link. I didn't change any settings and I am sure this function was normal before. I also did a test. If the version of Quest is v74, it can load through link, but v77 and v76 have this problem. Does anyone m
Hi everyone, I'm experiencing an issue with the Meta Voice SDK in my Unity project on a Meta Quest 3. The microphone input doesn't seem to be working within my application when running directly on the Quest 3 (neither in a build nor when using Play in Editor via Air Link). My Unity setup:Unity Version: 6000.0.45f1Meta Voice SDK Version: 74.0.0 as part of the Meta XR All-in-one SDK 74.0.3 Interestingly, other voice-enabled applications on the same Quest 3 work correctly, indicating the microphone hardware itself is functional. However, the system-level "Hey Meta" command also doesn't respond (which I understand is not available in the Quest 3 Italian OS). When I run the same Unity project in the editor using my Windows PC microphone, the voice recognition works perfectly, and I receive the expected JSON responses from Wit.ai. However, if I use the Quest's mic I receive a JSON with empty values. This strongly suggests the problem lies in the interaction between the Me
Hello, recently we tried to switch from using the Oculus Plugin to the newly recommended OpenXR plugin. And since v74 (we also tried v76) the game just freezes on startup and gets stuck. The game is working okay in the editor, we are just unable to pinpoint the problem that might be leading to the freezing issue on quest, is there any way to debug the problem? Thanks
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