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I have tried from SDK Version V71 to V74.I have tried reinstalling Nvidia DriversI have installed Vulkan SDKI have Tried in Unity 2022.2.50f1 and Unity 6000.0.42f1I have tried OculusXR Plugin and OpenXR plugin.I have tried MetaXR simulator with Godot it was working.I tried setting the path metaxrsimulator json directly in regedit. As it was not able to do it. But still it didn't work. When I use Oculus XR plugin these are the errors which I am getting.[Meta XR Simulator][00000.930038][I][arvr\projects\openxr_simulator\src\rendering\sim_vulkan_helpers.cpp:626] Initialize Volk [Meta XR Simulator][00001.037068][E][arvr\projects\openxr_simulator\src\rendering\sim_vulkan_helpers.cpp:410] Failed Expectation: XR_SUCCEEDED(xrRet) [OVRPlugin][ERROR] [xrCreateSession] Failed Expectation: XR_SUCCEEDED(xrRet) (<OPENXR>:0)[Meta XR Simulator][00001.037348][E][arvr\projects\openxr_simulator\src\sim_xrapilayer_rendering_d3d11_on_vulkan.cpp:172] Met Expectation: vkBundle == nullptr [OVRPlugi
Hello, I am reading through this documentation: In-App Update API and it seems pretty straightforward but there is no information on how to test this implementation. Here's what I wrote (mostly copied from the docs) and I just need to confirm if this is all to ship the app with In-App Update API. On a side note, is there any API to request user to write review on the store something like Google has with their Google Play In-App-Review ?first we run init on app launch:Core.AsyncInitialize(APP_ID).OnComplete(msg => {})and then check for update: var request = Oculus.Platform.Application.GetVersion(); request.OnComplete( async message => { if (message.IsError) { return; } var currentVersionCode = message.Data.CurrentCode; var latestVersionCode = message.Data.LatestCode; if (currentVersionCode != late
First, bring the OVRBody, make PoseFromBody as a lower layer, and add PoseFromBody as an Add ComponentThe error keeps coming upAmong themNullReferenceException: Object reference not set to an instance of an objectOculus.Interaction.Body.PoseDetection.PoseFromBody.GetJointPoseFromRootGUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.These two continue to be created indefinitely.And even if I try to take a body pose, I keep getting errors. I need a solutionUnity version 6000.0.26f and all-in-one version 69And when you run Capture in the BodyPoseDetection example, you get the following error
I am facing this issue where I have a scrollable list that works completely fine in the example scene but does not work in another scene. I am using the same camera rig and interaction in both scenes. What do you think the issue is?
This is a helpful post in case you experience the same problemThere is a bug in the Meta full body SDK that you may run into. If you have two avatars in your scene that both use "OvrAvatarAnimationBehavior", after you destroy one of them, the others animations will break and stop updating the avatars chest rotation properly.This is because in the OnDestroy() of that class, it sets several variables to null. A few of these are static events, such as "_rootAngleEvent". This means that when one animation behavior is destroyed, it will destroy the events for the other as well because they both reference the same static event. I have no idea why meta built it like this. I removed the word static from these events and now I do not have the bug anymore.The fully body animations that are provided are extremely buggy in general, I do not know how anyone is supposed to use them out of the box. I have had to make extensive changes to get them to a usable spot
We are working on a VR application in Unity 6 using the Oculus Meta XR SDK, with two Ray Interactor instances—one for the left hand and one for the right hand.Our goal is to deselect an interactable object when the ray stops hovering over it.Currently, we are facing an issue where the last un hovered interactable object remains selected when clicking outside of any interactable object.Meta XR SDK Version: 65.0.0Unity Version: 6.0.0.1Could you confirm whether this is a known Oculus bug, or is there a possible workaround to fix this?Thanks in advance.
I want an object's rigid body kinematic to go false and use gravity to go true when the object is grabbed. I used a script but it not working can u suggest what I could do? how can i access onGrab and OnRelease events?
Hello ,I need to fix camera position while using positional tracking. Maybe you wonder why don't I disable positional tracking and just use 3Dof. Beacuse if I disable positional tracking nearby areas look blurry - likely caused by depth percepition. I tried to recenter on lateupdate vs. , but couldnt find a way.Is it possible guys?
For real, why there is no Recenter API provided?Not all users can use the controllers, press buttons or do any hand gestures...Meta, why don't you allow developers to create experiences that will not frustrate users?Your system is not perfect, your tracking gets lost, your hand tracking recenter gesture glitches. And then what happens? You have a confused user.... And why? Because you don't let us help you!People think that VR is too dificult, but you are making it harder... think about that...If you search for Recenter in this forum alone you will find so many users complaining about it, why you don't care?Why say you are investigating something? Why just keep lying or worst, not carying...Yes, I am quite frustrated...
How can I prevent this from happening?
I want to use Bloom in MR with URP.So far, I have roughly implemented this by modifying UberPost.shader, Bloom.shader, enabling 64-bit HDR precision, etc., like this:The problem is that the eyeBuffer submitted to Quest uses transparency to blend the MR camera's image.But BloomTexture is supposed to be displayed additively.So I have to use a high Bloom strength to ensure that it works after blending.So I tried using OVROverlay and treating BloomTexture as a separate layer, which allowed me to display it additively.If this is possible, the effect should be like this:But I tried various shapes, Quad or Fisheye, and none of them could correctly match BloomTexture and eyeBuffer.Can I submit another OVROverlay in the shape of eyeBuffer?
when i switched from meta XR all in one package v72 to v74 with unity 6000.0.31f1i cant use building blocks anymore because the meta XR tools dont work i get a error that saysGUI Error: Invalid GUILayout state in GuideWindow view. Verify that all layout Begin/End calls matchUnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)even when i clear the packageCashe it still happens so does soweone know a fix for this ?
I want to make MR app using Computer Vision technology.But I don't know How can I access my VR's front camera.I want to get front camera's image to process.Can I access Quest 3's front camera?
Hi,We are trying to test colocation (very simple, basically just the building blocks through the Meta SDK) and it works fine on ParrelSync, although sometimes a runtime "Spatial Anchor failed to create/share" appears, even though actions are still reflected for all players on the game object. The environment uses the auto matchmaking and colocation blocks through Unity Netcode for Game Objects with a shared spatial anchor in the scene.After it worked on ParrelSync, we tried to upload it as an APK through the Meta Horizon Dashboard; I added myself, as well as two other real people with real Meta Quest 3 devices, but it just doesn't work. We are unable to see the other player's nametags or see the same spatial anchors. It's like it puts us in our own games, no multiplayer at all.I don't understand why it works with ParrelSync but not with real devices locally. Any help would be appreciated, I am very new to this.
When attempting to use voice dictation (I have tried using the Building Block for dictation as well), everything works fine in Unity with Meta Quest Link, until I build it to run as a standalone app in my headset. I have confirmed that my microphone is working while using the standalone app, however the speech seems to not get sent (or processed correctly) to Wit. Is there any way to fix this issue?I am using a Meta Quest 2 that is running the latest software updates. My internet connection is stable and working. Extremely vague steps for reproduction:Add the Dictation Building Block to a new Unity scene.Add a TextMeshPro object to the same scene, whose text value is linked dynamically to the output of the OnPartialTranscription event of the App Dictation Experience component.Test the app using Meta Quest Link, note that it works just fine here.Build the application to the headset, disconnect Meta Quest link, and run the app. It doesn't work this time.
I upgraded my project to Unity 6 from Unity 2022 LTS. Here's my current setup:Unity 6000.0.27f1Meta XR Core SDK 69.0.1Meta XR Interaction SDK Essentials 69.0.1Meta XR Voice SDK 69.0.0With this setup, the Core SDK requires the use of GameActivity, but the Voice SDK's dictation functionality requires Activity. As a result, dictation cannot be executed on Unity 2023.2+.This is an error on Quest 3.Is this a known issue? Or is there a possible workaround? Here’s a related information for reference:https://communityforums.atmeta.com/t5/Unity-Development/Important-Unity-6-information/td-p/1252153https://discussions.unity.com/t/voice-sdk-crash-on-activate-meta-quest-3/935246
I've been trying to get my Unity project to run on the quest for multiple hours now with no luck. Seems like the Made With Unity screen is perpetually flickering on startup (shown in attached video). I tried to build and run multiple times and there are no errors on Unity. I'm not sure if this is a quest issue or if there's something we can change on unity to debug this. Any advice is appreciated!
hola!I am using this shaderhttps://youtu.be/UhqNznJhKcM?si=ygjlIFxL6XK-okqPit looks great in editor. It looks great in Meta Simulator.But when I package and check it in my Quest, the materials used for the video (a plane with this shader and a video) don't show the video, neither the transparency.Can anybody help me? I just need to figure out why it looks great in Meta Simulator, but doesn't work as APK in Quest3Thanks in advance
Hi, fairly new to working with Unity and certainly new to working with it for developing VR/MR apps, but I wanted to dip my toe in the water with a VERY simple, almost proof of concept app that would work on the quest 3, and I'm running into a MOUNTAIN of trouble. I tried using meta AI to help fill in the gaps, but as I'm sure we all know it's very limited in the help it can give. The short version is that I want to make an MR app that can look at surfaces like walls and tables, and detect a color on them. Let's say if I take a laser pointer and draw a quick line, I want to be able to see that red light on the surface, and have the app react to it. I've gone through some startup tutorials, and I have a very basic app that pulls surface data, but the "reading color from the camera" part is proving to be exceedingly difficult to even get started on. From what I understand, I needed to attach a script to the main camera object that would take an image from the
I have had a problem getting the latest Avatar SDK to work with locomotionReproductionInstall latest meta avatar SDK 31.0.0 and Core SDK 71.0.0Import avatar samplesOpen LegsNetworkLoopback meta sample scene Press playExcpectedLegs are animatedResultNo legs animation console trows error about missing files (avataranimation.behavior.zip, blendedAnimation.behavior.zip, blendedTrackingAnchoredAnimation..behavior.zip)WorkaroundRevert to an older version of the sdk which contains / generates the files and copy them to the latest version of the sdk by hand.
So weird.Working with spatial anchors, I deploy my APK to my Quest and if it is not connected to wifi, my anchors will never be instantiated.Only when I am connected to wifi, and I run the APK, even if I don't instantiate the anchors... I quit the APK, then I disconnect from wifi, and then if I run my APK again, then all instatiated anchors will work correctly.I store my anchors locally.Why do I need wifi for running an APK with anchors.This drove me soooo crazy during a whole dayI would appreciate any tipsthanks
HiI developed a game in 2022 using Unity 2021.3.11f1 and the oculus SDK.I recently started to continue work and wanted to update everything to the latest versions so I'm now working with Unity 2022.3.35f1 and the new Meta XR SDK (the all in one package version 66.0.0).I have managed to fix all gameplay aspects to use the new prefabs and such from the new SDK. However, I have some post processing effects in the game that only work when playing in the editor (Using Meta Quest Link). As soon as I build an apk and play in standalone, the effects get all messed up.Here is how it looks in the editor (how it is supposed to look):View when playing in the editor. Grain and green tint PPEffects work as expected. And here is how it looks when playing standalone (Quest 2):Messed up PPEffects I have played with different rendering settings but had no success so far, and to be honest I don't have a deep enough understanding of rendering pipelines and shaders to even have a clue as to what
I'm considering using Audio To Expression for NPCs. However, I can't find documentation on fundamental aspects, such as how to pass an Audio Source to OVR Face Expression.First of all, is OVR Face Expression something that can be used independently from an HMD?If that's possible, could you provide an overview of how to set up OVR Face Expression for NPCs instead of the player's avatar, as well as relevant documentation?
It looks like there's an issue with finger displacement (twisting) when using hand grabs with Interaction SDK 72.0.0. I tested several samples, and the ring finger consistently appears broken.Has anyone encountered this issue, and is there a known fix?
Hi all. I'm new to VR game development for Meta Quest 3. With your permission, I'd like to get answers to a couple questions.1) Task: Meta quest 3: GPS navigation in real time and getting coordinates when the player is outside from room. Gaining access to geolocation data - work correctly. But, in the game geolocation status: Initalization.... And it doesn't change. Is it something I do wrong or this function is not available through Unity in Oculus library? I need to get real-time GPS coordinates... 2)Task: For example, a player walks down the street in a helmet, need to get distance data to all surfaces in real time that are near the player to place 3D objects(At least the floor). That it is not necessary to constantly update the space. Is it possible to do this in Unity? In my case, a message keeps popping up requiring me to refresh the space.Thank you very much.
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