Unity Development
Recently active
I need help. I created anchors at my home office place, with my own pc. Then, i needed to go my actual work place and when i created anchors they dont work and this error appears!! I need help. I am not using my personal computer at my work place.
I am investigating the possibility of XR expression like Passthrough on Quest 3 (or pro) connected via Meta Quest Link.I have confirmed that it can be done when playing from Unity Editor with OpenXR(v74) + Unity OpenXR Meta, but it is not possible when building.Is it possible to realize XR on Quest connected by Meta Quest Link with the built application?
Recently I upgrade my Unity game from oculus sdk v57 to meta all in one sdk v72, I noticed that my devices which are about OS version v57 can run my game anymore. I successfully install and run my game on a device whose OS is v69. Is there a minimal OS version requirement? I can find any information from the official websites. Thanks.
Hi,As of today, testing draft IAPs is consistently failing. We're supposed to be able to get all draft SKUs so that we can adequately test them in our app development. Instead, no matter what account we use, we get the following error: "An unknown error has occurred. Type: OAuthException" @flavorbath posted this thread on Friday with additional investigation. They found that IAPs in the draft state are the cause of this error. We need draft IAPs to be accessible, this is quite a disruptive bug for us. I am creating a separate thread for extra visibility. Can this be fixed ASAP?
I need help using MatchMaking so players can load their avatars into my game. It works just fine with auto matchmaking but I have several scenes where players can choose to go. Auto matchmaking is causing glitches when a player switches to another scene. Anybody know how to do this?
Hey there, I've started work on an app that was partway through development and have found when I push updates through the meta developer hub devices updating from the old app need to do a clean install, otherwise they'll just show the three loading dots on a black screen. If anyone knows how to force a clean install (preferably without deleting the data files, only the app) or how to stop it from having this error at all, I'd love insights.Thanks!
I have an issue where when testing a passthrough app over Link in Unity Play Mode (using Oculus/Meta SDK, not OpenXR), I get a black screen instead of passthrough. Passthrough often works the first time after connecting the headset or restarting the editor. Subsequent play modes however produce black screen (the app works fine, but just passthrough is broke). This is on Quest Pro, I haven't been able to test the issue on other hardware. I am pretty sure all the settings are properly set up, have followed the docs closely. The built APK always works fine. Anyone else had this issue and solved it? Any help appreciated as it really is a bummer not to be able to test passthrough in editor.
Hello everyone!I am planning on building an application where a user can use their hands to directly interact with a button, a slider and a dial (as opposed to using the joystick and raycast to manipulate the UI element).Oculus has a template for virtual buttons that can be interacted with directly with the hand. But I am struggling to find if such a thing exists for sliders and knobs. All the examples for sliders that I've seen so far use the joystick rather than letting users pinch and move the selector. I haven't seen any examples for a knob yet.Thus: Is there some example code for sliders and dials that allow for direct hand interactions?
I updated the Meta SDK All-in-One from 65 to 66 and now the XR-Simulator just shows a white screen instead of an environment. Stopping and restarting only results in the simulator not even showing up.Why do you break everything that works, Meta?
Hi,I'd really appreciate some help regrading the MQ3. Has anyone managed to read the accelerometer & angular velocities sensors successfully?Any advice or guidance would be greatly appreciated!Thanks,Omer
I'm working with Unity 6000.0.43f1 using the Meta XR Core SDK. I have observed this in previous minor versions too. Exactly every 5 seconds, I get a very brief lag spike in the editor. Profiling it reveals the culprit for these long frame times to be the Update function in OVRConfigurationTaskProcessorQueue.This may not be noticeable to most people, but it has become distracting. It also happens when importing the package into a brand new URP project.
Hi,I'm the developer of the unity asset "Portals for VR".I'm building an integration with the XR interaction SDK. In order to portal seamlessy and without a change in your velocity using the rig used in the "LocomotionExamples" scene I would need a get/set on the propery _velocity used in CapsuleLocomotionHandler.Currently when a CapsuleLocomotionHandler receives a LocomotionEvent the _velocity is being set to zero. In the case of a portal instantly teleporting you somewhere with a change in rotation you want the velocity to also be "teleported". Meaning the vector needs to be rotated with the difference of rotation between the portals. Getting access to the _velocity vector would allow me to set it after sending out the LocomotionEvent.I can't seem to find a better location (like a github repo or something) to get access to the devs a pointer to where this message might get picked up would be appreciated.Alternatively I could create my own copy of the CapsuleLocomotionHandle
I have a problem. I created an app on unity that I put on the visor, the app works as soon as you put the visor on the app activates, and until the last update it worked. with the new update I get the notification that I have to use the controllers, and this specific notification forces the exit from the app and makes me go back to the home. is there a way to eliminate the spawn of this notification from meta quest 3s?
I am using Meta Avatars building block the most up to date and now my avatars do not appear. Is there any way to resolve this issue because this is getting frustrating. My avatars work then it seems after every update they stop working.
I am trying to build an AR game for the Quest 3. The Navmesh is baked on when the current room loads. I am attempting to spawn objects into my scene. I have two different objects that spawn. The first spawns fine. The second always create this error "SetDestination" can only be called on an active agent that has been placed on a NavMesh.UnityEngine.AI.NavMeshAgent:SetDestination (UnityEngine.Vector3)Ghost:Update () (at Assets/XR/Scripts/Ghost.cs:56)My Ghosts are not spawning to valid positions. Line 56 in the Ghost.cs file is this agent.SetDestination(targetPosition); Here is a link to the complete scripthttps://pastebin.com/vFc6uWYr The intention is to have them spawn outside the wall of the current room.
Hi All,I am trying to get the new acoustic raytracing to work within Unity/FMOD. I think I followed all the steps from the documentation, but then Meta XR Audio throws the error:Internal error: invalid Acoustic Map handleUnityEngine.Debug:LogError (object)MetaXRAcousticMap:UpdateCachedPoints () (at ./Library/PackageCache/com.meta.xr.sdk.acoustics@eff8146f1d6d/Runtime/scripts/MetaXRAcousticMap.cs:1160)...This error happens regardless if I let Meta XR Audio generate the file path automatically to streamingAssets or if I manually set a file path.How do I fix this error? What am I missing?Any help would be greatly appreciated.Bests,Constantin
Has anybody gotten acoustics to work with the latest Meta Audio SDK (v56.0) on device? I've followed the configuration guide carefully and things work on Windows in the editor, but in a build on Quest 2 or Quest pro, the reverb produces a crackling sound (just the reverb, not the spatialization). I've played with all kinds of setting, tuning gain, volume, room properties etc. and nothing seems to help.Any help/pointers are appreciated.
Is there any way to move the Avatars legs or the body naturally using the controllers. I have been trying to use the controllers to move the legs and turn more naturally using the OVR Player Controller.
When I press and hold the trigger button of the Meta Quest 3 controller to speak to the Convai NPC, my voice is not detected by the NPC at all when i release it . Also, the notification pops up that says “Talk Button Released Early”.Previously we were able to speak to the NPC with using the trigger button of the controller, but this issue suddenly popped-up.However, when I try it with pressing and holding the T button from keyboard it is working fine.Could you figure this out?Below is our error message from console.
My name is Mohab Rabea,and I’m currently enrolled in XR Bootcamp, where I’m actively learning about VR development, immersive design, and the future of XR technologies. As part of the program, having access to an Oculus headset is essential for hands-on learning, testing applications, and gaining real-world experience in the Meta ecosystem.Unfortunately, due to financial constraints, I’m unable to purchase a headset at this time. I’m reaching out to kindly ask if Meta offers any educational support, developer discounts, or donation programs for students in XR-related fields. A device like the Oculus Quest 2 or Quest 3 would greatly enhance my learning experience and allow me to contribute meaningfully to the VR community.I’m highly motivated to advance my skills in XR development, and with Meta’s support, I hope to build projects that align with your vision of an interconnected metaverse. If there’s any way Meta could assist—whether through a donated device, loaner program, or educatio
UNITY INFO:Unity 2022.3.55f1 [URP]XR Plugin Management 4.5.0XR Interaction Toolkit 3.0.7OpenXR Plugin 1.13.2Meta XR All-In-One SDK 72.0.0 Summary:I'm making a VR game for Meta headset users. I've always tested on my Quest 2 headset, and have had no issues. However, whenever I boot up my game on my Quest 3, the game only renders one color on each lens. (i'll try to attach a gif of what I mean). I don't know what's causing this and i don't know how to fix it.
I hope this message finds you well. I am currently experiencing an issue with the Inverse Kinematics (IK) implementation in my project. Specifically, when I turn my head to the left or right, the entire body rotates in response, which is not the intended behavior.I have also observed this issue in the Meta Sample Scene, indicating that it may not be isolated to my implementation.I would appreciate any guidance or suggestions you may have to resolve this matter.Thank you for your assistance.
I have developed a small game based on a set of tutorials. The tutorials are using Unity 2022. and v68 of Meta core. Mine is Unity 6 and v74 Meta Core. Part of the development is having a Raygun in the right hand and a flash light on the left. This was working up until a certain point and I dont know when or what happened but now even though these two items are attached LeftHandAnchor and RightHandAnchor they dont attach to the controllers.Here is a screen recording of what is happening in game.https://youtube.com/shorts/A5SjAeRQig8?feature=share Can anyone suggest why this might be happening Here is the hierarchy of the project
Hi everyone, I'm making a Unity-based launcher app for Quest 3, and I need to know when other apps are installed (after downloading from the Horizon Store). On Android devices, I usually use BroadcastReceiver to listen for PACKAGE_ADDED and PACKAGE_REMOVED. It's set up in the manifest with the package scheme, and it works just fine on phones. But on Quest 3, it doesn't trigger at all. No logs, nothing. Same code works elsewhere. So I'm wondering: - Does Quest block these broadcasts for third-party apps?- Is this officially documented anywhere?- If broadcasts are blocked, is there any other way to know when an app has been installed (or is still downloading) from the Horizon Store? This is kind of important for launcher-type apps that want to update UI when apps are installed. Would appreciate any tips or confirmation. Thanks.
Hi everyone,I'm currently trying to develop an AR application in which I want to display a 3D screen. To do that, I use the "Use Per Eye Camera" option on the OVRCameraRig and display a different image on both eyes to create the 3D effect. This works great, but when I enable this option I lose the passthrough. I've been searching for a solution on how to use both "per eye camera" and passthrough simultaneously but couldn't find one. Do you have any idea ?Thanks !
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.