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I am using the latest Meta XR Simulator 74, but I had the same problem with Meta XR Simulator 72, using Unity 6 Sometimes when I play in the Editor and the Simulator opens up, random keystrokes just start being registered out of nothing, so what input device was selected start to move around like crazy. Sometimes it stops when I press few keys on my own, but sometimes it just continues for a lot of time. It only happens after the first run, it seems like some keys has been buffered or something. Am I the only one that has this problem?
I’m trying to create a UI similar to the one in the Meta Home environment, where users can move and interact with floating windows in 3D space. I’ve looked through the official documentation and forum posts, but I haven’t found any clear guidance or examples related to this.If anyone has experience with implementing this kind of UI or knows where to start, I’d really appreciate your help or pointers in the right direction.
Dear Meta XR/Unity Team,I hope you're doing well.I’m currently working on a VR project using the Meta XR All-in-One SDK with Unity and have been implementing curved UI elements using components such as Cylinder, Cylinder Surface, and Canvas Cylinder.While reviewing the latest Meta SDK documentation, I noticed that references to curved canvas support and these specific scripts appear to have been removed. This has led me to wonder:Has support for curved canvas UI (using components like Canvas Cylinder, Cylinder Surface, etc.) been officially deprecated or removed from the Meta XR SDK?If so, is there a recommended or alternative approach to implementing curved or radial UI in VR with the latest version of the Meta SDK?Curved UI plays a significant role in user comfort and immersion, so any clarification or guidance would be greatly appreciated.Thank you for your support and the excellent tools you provide for VR development.
I am trying to run the MovementNetworking scene in the Meta Movement Samples and I get the following errors:DllNotFoundException: MetaMovementSDK_UtilityLooking at the package files, there is only android and windows MetaMovementSDK_Utility plugin available, meaning I can not test the movement networking on my Mac.Is there anything I can do for this aside from waiting for an update which includes the library for mac?I a using SDK V71 on an Apple silicon macbook.
Hello, I'm currently working on a unity app for the meta quest 3 using spatial anchors in mixed reality with passthrough. I use them on a large zone, however I can't reach them without having this "you've moved too far" popup that I have to close if I want to see my app again which break the immersion.Is there a way to disable it? Thanks for your help!
Hello, I am new to AR/VR development altogether, I am trying to get room data using Mixed Reality Utility Kit v74.0.2, but it is not working. I tried using the AnchorPrefabSpawner Building Block and combined with a Passthrough OVR Passthrough Layer. When I load into my app, I have to give permission to use spatial data and once I accept, I can scan my room. The room is being fully scanned and accurate, and once I click finish my passthrough activates as intended. But, when I use the Immersive Debugger to try and get the surfaces or anchor points, I am just getting logs such as "Cannot get surface area for this label in this scene". I've also attempted to run scripts on the MRUK SceneLoadedEvent(), but they don't work as I presume the scene data is not getting picked up. I have tried many things including messing with the lighting in my room, trying different rooms, but to no avail. Note I do have the data source set to device only.More info: Meta XR All-in-One SDK v74.0.3, Un
I want to use Avatar in half body mode, but using first person mode makes head disappear.Is there a way to hide lower body but make head still visable?
Is there currently a way (input) to detect in Unity and the Meta SDK if the headset was double tapped to turn on/off passthrough yet?
Running Windows 11 23H2Unity 6000.0.25f1Start new project (Built-In Render Pipeline, not connected to Unity Cloud)Install All-In-One SDK 71.0.0 from the Asset Store (or just the Core SDK, same result)Restart editorInstall Oculus XR Plug-in (or Open XR plugin, same result)Install Netcode for GameObjects from Package Manager (2.1.1 and 1.11.0 give same result)I get the following errors:[Update] I previously stated that after restarting the editor the errors are gone, but this is not true. The errors return after restarting, pressing play, etc.
Videos: White Pixel flickering Video No flickering white pixel in quest recording --------------------------------------------------Hello,guys.We are currently developing a VR game using Unity 2022.3.26f1 with URP 14.0.11 and Oculus XR plugin 4.2.0 , targeting both Quest 2 and Quest 3. The core gameplay involves heavy use of shadows, so most scenes are designed to be completely dark. Due to the dynamic nature of the scenes, all lighting is set to Realtime. Everything works perfectly while testing through PC using Air Link. However, once we build the APK and run the game on the headset directly, we start encountering an issue: whenever there's a change in the Realtime light (e.g., lights gradually getting brighter or dimmer), random white pixel flickers or noise appear in the dark areas of the scene. After repeated testing, we suspect this may be related to the headset hardware itself. We've recorded the gameplay using both the built-in video capture feature and
Using the OVR Interaction Rig. This player controller script that comes with it puts the rig through the floor I am trying to adjust it in the script but it seems to keep defaulting back. Can someone help?
Hello, the problem I have is that when I open the app, take it off and walk back and forth with the headset in the moving area for about five or six seconds, then put it back on and continue with the previous app, and the camera position matches my current position, which is no problem. But when I stretched out my hands, the camera immediately teleported to the original position, and the entire scene also significantly deviated from the previous positioning space. Want to know why it's teleporting and how to avoid it.My device is Meta Quest Pro, and I use Unity for development. I use Meta XR Interaction SDK (v72.0.0) Example Scenes TouchGrabExamples.unity package for testing. And repeat the question. I look forward to your reply.Thank you.The video about the fault is below. Fault TransientThe data about the fault is below.
Steps:New Project using Unity 6 6000.0.44f1Download and Import Meta All in One SDK 74.0.2Download Interaction SDK Examples Scenes.Start the ComprehensiveRigExample or RayExamples Scene.No Ray comes out of my hands to Interact with the Canvases.I had trouble to get Ray Interactions Working, even though i did so in the past.But even with a brand new Project and the Sample Scenes they do not seem to work right.
I'm using v74 of the Meta XR All-in-One SDK and I want to support both hands and controllers in an app. Problem is that I've been using Poke Interaction for navigation buttons and they only work with hands and I can't get the poke buttons to work with controllers.Am I missing something here?I can see the controllers in the app, but they don't interact. I tried adding a Poke Interactor to the controllers (under "ControllerInteractors") but haven't had any luck getting this working. In the camera rig building block, I have Controller Driven Hand Poses type set to Conforming to Controller, but none of the settings in the dropdown seem to make any difference.I really expected the poke buttons to work for both. Anyone got any ideas how to accomplish this?Is it even *supposed* to work with both?Thanks for your help,Jeff.
I added new tools to https://github.com/RiverExplorer/UnityWithMetaThe KeyStore manager. In order to add an application to the Meta App Store you need to digitally sign the application. This video shows you one way to do that.The KeyStoreAsset code in the GitHub repository automatically loads the key and password into the project each time. You do have to set it up the first time for each project.I made a YouTube video for a class I teach: Creating a keystore for Unity and other publishing stores. https://github.com/RiverExplorer/UnityWithMetaAnd second video shows you how to use it: Unity - Key Store Asset - Usage Have fun!
I tried to release this to the Unity Asset store. But they said it was too small.BumpBuildVersion updates the version number each time you build.And on Android (Oculus) it increments the Bundle Version Code needed to push the the Meta App store.I plan on expanding this repository and adding more tools.
I have a hands-only controlled game where users sometimes glance at their palm, triggering a recenter. I know the proper gesture is to hold a pinch while looking at your palm, but for whatever reason, glancing seems to sometimes trigger it. I've tried disabling the "Allow Recenter" option in OVRManager with no luck. Any advice?
I am using the Networked Avatar from Meta Building Blocks and have encountered an issue where the TouchHand functionality does not synchronize properly with the OvrAvatarEntity hand.When I grasp an object, the TouchHand changes its grabbing pose based on the appearance of the object, while the character's hand follows my real-world hand gestures exactly.Could you please advise me on how to achieve synchronization and consistency between the two hands?If you could answer my question, I would be very grateful.
hi,i'm trying to connect my Meta quest 3 visor to my pc via the MetaQuestLink app... however, both via cable and via wifii it doesn't work, because the "Set Meta Quest Link as OpenXr runtime" option doesn't activate. Could it have something to do with the 24H2 version of windows? because i have a pc with 23H2 and it works. thanks
Hi All,I'm using v74 of the MRUK for my unity project. I'm on a Quest 3 and have a scan of my room. the basic sample scene loads fine out of the box. I have a script I made that I feed a mesh and it applies materials to triangles based on their normal directions. I want to apply that to the mesh of my room using MRUK but I can't find any documentation on how to access that mesh data. Is it possible to do? I have been looking for documentation for the MRUK functions but every link I find leads me to this page which seems like a sales page.
Hi!My VR experience blinks, like goes to black randomly for the fraction of a second, like a blink from the eye. I mean... it is a cool effect, but I would like to avoid it.Any tips??My headset works great with other apps, and when I was developing with Unreal engine, never had this issue.I have gone through all possible settings, tests and optimizations in order to figure it out.Meta sdk 72, Unity 6Thanks in advance
The OVRControllerVisual says it is deprecated. Tells you to use ControllerVisuals.At GameObject OVRControllerVisual. This prefab has been depecated. Consider using using the replacement provided or unpack the prefab before upgrading to a new version in order to avoid losing information.UnityEngine.Debug:LogWarning (object,UnityEngine.Object)Oculus.Interaction.DeprecatedPrefab:Start () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@74.0.2/Runtime/Scripts/Utils/DeprecatedPrefab.cs:51)How? They have completely different inspector looks. No clue.I searched, can not find any documentation on what a ControllerVisual is, does, how to use one, or how to move from an OVRControllerVisual to a ControllerVisual.So, I backed down to an older version where things worked.
Hello,I'm developing an application for Meta Quest 3 using Unity, BuildingBlocks and Fusion. Every time I install and test a new build on the device, the app asks for runtime permissions — specifically for microphone access and spatial data access (like positional tracking or scene understanding).The issue is that these permissions are not requested all at once. Instead, the app asks for one permission (e.g., microphone), and after granting it, I have to close and reopen the app for it to ask for the next one (e.g., spatial data). This cycle repeats multiple times, making the testing and development process frustrating and time-consuming.Is there a way to pre-grant these permissions, or configure the app so that all required permissions are requested together on the first launch, avoiding this repeated back-and-forth?I've already added the necessary uses-permission entries in the AndroidManifest.xml, but the runtime prompts still happen separately.Any guidance on how to streamline this
Meta created a great lip sync tool with OVR LipSync. Looking at how Meta is slowly becoming the Open Source leader, I was wondering if they would ever make this plugin Open Source and let the community develop it further. It seems stuck in limbo. Saw this video on how they initially had plans to even bring it to iOS and MacOS here . I feel it has so much more potential then only being stuck on headsets. What do you guys think? Do you think we can encourage Meta to Open Source OVR Lipsync?
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