Unity Development
Recently active
I see lots info, classes, but no full examples and normal docs..especially after v74 meta change. I found 2 variants:1. RayInteractible - on target object. and RayInteractor on controller. https://developers.meta.com/horizon/documentation/unity/unity-isdk-create-ray-interactions/#add-ray-interactors- not clear how to add actions on click?? 2.canvas https://developers.meta.com/horizon/documentation/unity/unity-isdk-create-ui/ - also not clear how to add logic to it I don't understand main unity architecture. So, appreciate any suggestions.Thank you in advance!
So for the past month, my players have been reporting steadily more and more crashes when loading (addressable) levels, especially on Quest 2. And now I'm getting them too. My levels are large, but even before I optimized them when they were double their current size, they still ran on Quest 2. I've reverted any changes I've made over the past few months, and it's still happening. This makes me think it's the Quest software itself. Did any of the Quest updates over the last 4 months kill the total RAM available for apps? Or did the timeout constraint get lowered where the Quest will kill the app if loading takes too long?Unity 2022.3.27, URPAddressables 1.20.5
Hello everyone,I'm currently developing an application for the Quest 3 using Unity. I've encountered an issue where UnityWebRequest isn't functioning as expected. When I attempt to make a request, I receive the error message "cannot resolve destination host."I've tried searching for a solution on the Unity forums but couldn't find any relevant answers. Has anyone else faced a similar problem? If so, could you please share any solutions or workarounds?Any assistance would be greatly appreciated.Thank you in advance!
I don't get it. Unity 6, Meta sdk 72.My audio spatializer settings are both with Meta XR audio settings and everything as shown in some officialdocumentation I found online. But I get this message:Audio source failed to initialize audio spatializer. Please check that the project audio settings and make sure that the selected spatializer is compatible with the target.Also sometimes actually it does spatialize the audio, even with this message. But sometimes I cannot get it...Please, is there any straight forward solution for this basic thing?Thanks in advance
I'm trying to send data via UDP communication from a PC to a Meta Quest 3 using Unity (2022.3.20f1), but I'm unable to do so. I've tried port forwarding, changing security software settings, and even modifying the AndroidManifest with the following:<uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>However, it's not working as expected. Please tell me how I can achieve UDP communication
Hello everyone,I am trying to send UDP packages from my Meta Quest 2 to my PC over the WiFi to which both of the devices are connected.I have tried every solution I could, starting from adding the two lines in the Android Manifest about Internet Permission to disabling pc firewall. My current architecture is pretty simple: I got a UDPSender script that sends a simple package to the IP address of my pc to the port 5000, and this script is running inside an apk installed on the quest; i then have a UDPReceiver that listens for received packages at the port 5000. Everything done using Unity (so, C# for scripting).Using the Android Logcat of Unity linked to the Meta Quest I could see that everytime I try to send data, I get the error "Access Denied" with no more info. The Receiver on my PC, that in the meantime was running, didn't get anything and didn't throw any error.I am driving crazy about trying to understand what I am doing wrong, if someone was able to solve a similar issue or mana
hello friends, i need one solution of the my game i make 3d game in unity for vr using XR interaction toolkit now i am doing a hand tracking in the game using OpenXR but my build showing on oculus in 2d mode i need to in 3d so what i do when i doing oculus in XR Plugin management it will work but hand tracking not working
I've been facing a stubborn problem for over a week. I added a Camera Rig block to my scene, and replaced the Interaction block with OVRInteractionComprehensive. Everything works fine in the editor in game mode, but as soon as I do a Build and Run, teleportation doesn't work in the Quest. Everything else works, including stick movements. I've already tried many things without success.All my packages are up to date, Unity v.6000.0.41f1
Got this error from MRUKRoom.cs: `Wall anchor with UUID xxxxxxxxxxxx not found!`Value was null.Happend after rescanning my room.Anyone has an idéa how to solve this?Have tried deleting the space, creating a new one with another name, deleting and reinstalling the game.Uses Meta MR Utility Kit v65Edit: Updated to v66 v69 (Meta XR All-in-One SDK), but same error, even though the changelog says it should have fixed it.
I am currently utilizing the Windows 11 operating system and have enabled OpenXR import in Unity version 6. Upon attempting to integrate the Meta XR Core SDK version 74.0.2, the Unity 6 editor experienced a crash and failed to launch properly, preventing me from accessing the scene editing environment. Several colleagues I consulted also reported encountering the same issue. Even after deleting the project's Library files and reloading them, the problem persisted. Rolling back to SDK version 72 resolved the issue and allowed normal operation. However, I am keen to explore the new features introduced in SDK version 74. Could you please provide guidance or a potential solution? Attached is a screenshot of the Editor.log file for reference
Hi everyone,I'm struggling with a passthrough occlusion issue on my Meta Quest 3 using Unity 6 and the Meta XR Core SDK (v74.0.2), specifically within the PassthroughRelighting sample scene.The avatar "Oppy" used in the sample scene incorrectly occludes real-world objects that are in front of it, rendering them as black silhouettes or making them invisible. This happens despite Oppy correctly occluding real and virtual objects behind him and being occluded by virtual objects in front.This might be a configuration problem with Unity or the MQ3 itself, but I've followed all the instructions I could find, and Unity seems to be set up correctly.I suspect the issue might be related to the shader on Oppy's material ("Meta/Lit") not interacting properly with the Depth API in Unity 6. As I'm not an expert in Unity and shader language, I'm unable to delve into how to modify the shader.Has anyone else encountered this behavior with this specific sample scene and setup (or with other similar exam
After laying it down for a while, I just continued working on my MR application. Upon reopening and testing, it gets stuck on "Windows.Repaint - Waiting for Unity Core DLL to .....". After updating the SDK and tweaking the project, I reimplemented the controls and core features. But the Depth API and Occlusion is not working returning the following errors:EnvironmentDepth is disabled. Please enable XR provider in 'Project Settings / XR Plug-in Management'. UnityEngine.Debug:LogError (object) Meta.XR.EnvironmentDepth.EnvironmentDepthManager:CreateProvider () (at ./Library/PackageCache/com.meta.xr.sdk.core@74.0.0/Scripts/EnvironmentDepth/EnvironmentDepthManager.cs:161) Meta.XR.EnvironmentDepth.EnvironmentDepthManager:get_provider () (at ./Library/PackageCache/com.meta.xr.sdk.core@74.0.0/Scripts/EnvironmentDepth/EnvironmentDepthManager.cs:133) Meta.XR.EnvironmentDepth.EnvironmentDepthManager:get_IsSupported () (at ./Library/PackageCache/com.meta.xr.sdk.core@74.0.0/Scripts/Environment
Hello, I am working on a mixed-reality application which requires a precise tracking. This means that the virtual object should stay on the physical position they were placed at all times (1-2mm shifting is fine but not much more due to safety reasons). I have been working on the anchors for quite a while and still can't eliminate the shifting. The lines you will see, each one represents 2.5 physical meters as Meta advises to place any virtual object within 3 meters of the anchor, this ensures that there is an anchor every 2.5m. I have 4 videos:1) https://drive.google.com/file/d/1-hfXLVSe0Fv3mARyZID42A0BEx2Vi9ri/view?usp=sharing This video is in the university I am and I place 3 anchors and walk around the big room. When I came back, the first two anchors were shiften a bit, but the third one which I placed next to a window shifted by a few cm2) https://drive.google.com/file/d/1UeSeMKn7ShEYxzzXYfDf2OHc7yLpoKh8/view?usp=sharing This video is again in the university and I use a flashligh
When using the passthrough API, you can send a feed of the headset's camera via the WebcamTexture or alternatively, the Android API. I want to have GameObjects rendered in this view however, such that it looks like the streaming view or the ADB view. If I place a default Unity Cube in front of me, I want to be able to see that through the Passthrough API. As of right now, I cannot see it when using WebCamTexture. Is there support for this right now? Or are there any hacks to rasterize that GameObject through the API? Or is there any feature that would allow me to send the same feed that is used for streaming or recording from the headset through Unity?
I have IAP mostly successfully implemented in my Unity 6000.0.35f1 app with Meta XR Platform SDK 74.0.0. However, when players specifically complete their purchase via the Meta Horizon app flow, it doesn't work. I know that there are two Horizon app flows: one for entering your credit card, and the other for entering your PIN (or getting a one-time code if you forgot your PIN). It's the PIN flow that's not working.Whereas normally on checkout, `IAP.LaunchCheckoutFlow` will call `OnComplete`, if the user enters their PIN via the mobile app, the purchase will complete on Meta's servers, but the VR SDK will not call `OnComplete`. Instead, the VR SDK does nothing - it still shows the enter PIN window even when the user has already entered the PIN on the mobile app. Would appreciate some help on this issue!
I am currently utilizing the Windows 11 operating system and have enabled OpenXR import in Unity version 6. Upon attempting to integrate the Meta XR Core SDK version 74.0.2, the Unity 6 editor experienced a crash and failed to launch properly, preventing me from accessing the scene editing environment. Several colleagues I consulted also reported encountering the same issue. Even after deleting the project's Library files and reloading them, the problem persisted. Rolling back to SDK version 72 resolved the issue and allowed normal operation. However, I am keen to explore the new features introduced in SDK version 74. Could you please provide guidance or a potential solution? Attached is a screenshot of the Editor.log file for reference.😿😿
I am the Developer of AVROS. When I login to developer panel, I cannot see or manage my project. All I want to do is set the price to 10€.I hope someone from Oculus picks up on this.
Hi! I've been using the ISDK UI Set to remake all of our app's UI. It's a great tool that helps in making the UI look good without having to work on graphics/image creation. I found the UI Set's built-in Dropdown prefab a bit confusing, so I created my own based on Unity's TMPro Dropdown, and it works great! The only issue is that since the Dropdown template is disabled most of the time, it's not affected by theme changes from UIThemeManager. Could it be made so that UIThemeManager can change the theme of disabled GameObjects? It could be an optional checkbox in the component.
I'm using Unity version 2022.3.29f. My Meta Quest Link has "Spatial Data over Meta Quest Link" set to true.Using SDK v64, I was/am able to load scene data in editor. Using SDK v65, I am not able to load scene data in editor and receive the standard error:"MRUK couldn't load any scene data. Scene capture does not work over Link or XR Sim.If using Link please capture a scene with the HMD in standalone mode, then access the scene model over Link.If a scene model has already been captured, make sure the spatial data feature has been enabled in Meta Quest Link (Settings > Beta > Spatial Data over Meta Quest Link).If using XR Sim, make sure you have a synthetic environment loaded that has scene data associated with it."
Hello,I am making a MR game in the Meta Quest 3, in Unity, and I was wondering if there are ways to add grab events, like in the XR Interaction Tool-kit. I want to have it so when I grab it, I can call a function from a script.This is what the inspector looks like.
How do I change the sorting order Meta SDK UI buttons
Hello,I am trying to work with OVRSpatialAnchor of the Meta Core SDK v74 in Unity 2022.3.53f1 and experience some issue on saving my successfully created, bounded and localized OVRSpatialAnchor.Therefore I checked all OVRAnchor.SaveResult Enumerations but it turns out that the error -1006 on my result is an so far unknown error code. Compared with: https://developers.meta.com/horizon/reference/unity/v74/struct_o_v_r_anchor#public-type).OVRAnchor.SaveResult.Failure: -1000 OVRAnchor.SaveResult.FailureInvalidAnchor: -1013OVRAnchor.SaveResult.FailureDataIsInvalid: -1008OVRAnchor.SaveResult.FailureInsufficientResources: -9000OVRAnchor.SaveResult.FailureStorageAtCapacity: -9001OVRAnchor.SaveResult.FailureInsufficientView: -9002OVRAnchor.SaveResult.FailurePermissionInsufficient: -9003OVRAnchor.SaveResult.FailureRateLimited: -9004OVRAnchor.SaveResult.FailureTooDark: -9005OVRAnchor.SaveResult.FailureTooBright: -9006OVRAnchor.SaveResult.FailureUnsupported: -1004OVRAnchor
Hi ! I'm working on a game where the player can grab objects and snap them to slots, and I can't find a way to implement a system where you could basically swap to objects from their respective slots. Let me give you an example.ObjectA is snapped to SlotA, and ObjectB to SlotB. Currently, if I grab ObjectA and try to snap it to SlotB, it won't work because there's already a SnapInteractor (ObjectB) attached to SlotB. (btw I know you can increase the amount of interactors, but it only results in the two objects being snapped to the same slot which is not what I want)What i'd like it to do instead is : When releasing ObjectA on SlotB, it snaps it correctly, and ObjectB is now snapped to SlotA as well. Also it's important to me that we use Snap interactions - even with modifications - than a fully custom solution, which we already have.
I have followed the Unity XR set up to the letter and also tried to create a template vr project from the ground up but it seems that unity is unable to start XR no matter what, a month ago this issue did not exist, it only appeared after updating the Meta XR unity package. Going back to previous versions doesn't fix it now either, which was the workaround my team used before.VR games start up fine on the headset through quest link, as a test we tried booting up a variety of VR apps and they worked just fine. But Unity refuses to start up in the headset in play mode. Is there a possible cause for this? Eagerly awaiting replies, i'm at the end of my rope here 😢
My IAP.LaunchCheckoutFlow is triggered by players holding down the B button as part of making a fist. It launches the flow and it is immediately canceled out because pressing B exits the flow. Any way to modify this behavior or is it baked into the OS? No other button does anything during checkout flow...
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.