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I've recently updated the Oculus Quest 2 to the v74 system software, and after doing so, my published application keeps crashing after a while. This has never happened before. I have tried updating the meta core and platform sdk to v.72 and the avatar sdk to v35 but the issues still remain. Can anyone help me?Thanks in advance
Hello. I was in charge of modifying the Oculus project from 5 years ago. It is a project that uses NGUI and OVRig (an asset that is scheduled to be released).Since there is not enough time to upgrade to XR, I want to build it as it was before. Unity is version 2019.4.24f1. Currently, I can connect to Link or move scenes well in the Editor,but when I install the apk file on Oculus and proceed, the "SceneManager.LoadScene" function does not work. All projects are the same. There are no duplicate names in the SceneManager class, it does not work even when loaded with the Scene index, I did not omit the Scene in the Build, and the Scene Name is not wrong. I have been stuck in the current state for a week. Finally, I am posting on the forum to ask for help. Please help me.. It's a life crisis.. Save me.
Hi,So I'm trying to open up Meta > Tools > Meta Account Setup Guide but no panel showing. but yesterday when I did the same thing, a panel popped out, but this time the Meta Account Setup Guide is not showing...I've tried re-installing Meta XR AIO SDK, Restarting my PC, and changing the version from 2022.3.12f1 to 2022.3.32f1and now I'm using Unity 2022.3.32f1, and the entire project with the same version of Unity Editor has the same problem...is there any way to fix this? Regards,Abdulist
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?
I am trying to move an object along it's normal axis when grabbed. I have tried using OneGrabTranslate Transformer however it moves the object only in world axis. Is there a way to design a custom OneGrabTranslate transformer such that it moves the object along the desired local axis with min/max constraints?
Hello maybe someone is able to give me some insight on why our game crashed on startup ?here's the log : For information the same build crashed only on Quest Pro devices and is able to run normally on Quest 3 devices.The app is developed with Unity 6000.0.36f1, we are using the Oculus XR Plugin 4.5.0 , Meta XR Core SDK 71.0.0 and All other Interaction, Platform, MR Utility packages on the same API version.We also uses Photon Fusion for multiplayer. The application uses EyeTracking and FaceExpression if the device is a the quest pro. The call to GetGraphicsAdapterId seem to be a low level Vulkan call and related to Graphics pipeline initialisation and not a HighLevel Feature usage or initialization (I know nothing in fact just trying to build meaning).Cheers !
I used to do it like this, but it seems to not work anymore, or maybe it never worked this way.OVRScene.RequestSpaceSetup().ContinueWith((result) => { MRUK.Instance.ClearScene(); MRUK.Instance.LoadSceneFromDevice();});And also there is this event MRUK.Instance.RoomUpdatedEvent, maybe I should use it somehow? But anyways, how to update existing room? Thank you.
Hey guys,I will be buying a new laptop and I want to be a Windows one, so I can use live preview directly from Unity. Can you recommend a laptop model that worked for you, reading the forums I see a lot of people are having troubles with NVIDIA RTX4070, 4060, 4080 cards, is there people that use them successfully in a laptop? Thanks a lot in advance!
I am trying to install the LIV Creator Kit (LCK), and noticed I have a bunch of audio bugs with my game. When I try to hit record with the in-built meta tools on a Quest 2, it works fine. When I test it on my Quest 3s, I can't hear anything but my mic. When I try to record using the LCK, I have all my audio super high-pitched and it cuts out exactly halfway through each video. This is on both Quest headsets, but I noticed that running through Quest Link on my PC works just fine.
I don't know where to post this but the script OVRProjectSetupRenderingTasks has this: Application.unityVersion.Split(‘.’, ‘f’)But Unity beta has a "b", not an "f", so it breaks the editor when using a beta version.
Hello dev community!Since the release of OS v74, we've encountered an issue where OVRManager.boundary.GetDimensions() no longer returns the correct values. Prior to this update, it provided the correct Vector3 dimensions, but since the update, it consistently returns a value of (1.2, 10, 1.2), regardless of the setup.We also tried using OVRManager.boundary.GetGeometry(), which returns an array of four values, all between -0.6 and 0.6, resulting in "dimensions" of 1.2 meters (a square).This issue is breaking our game, as we've designed our scene to perfectly fit within the play area square. Our workaround is to manually set these values, but we’d appreciate it if the original functionality could be restored.Thank you in advance for any assistance!
Unity Version: 6000.0.25f1Meta XR All-in-One SDK: v72When creating a project with unity 6 and the meta xr sdk, using the per eye camera checkbox for the Camera Rig the project that builds doesn't render the right eye camera correctly when running the app in the oculus 3 headset.Here were the exact steps taking to replicate this error:Make new 3D Project with built in pipelineSwitch to Android buildInstall XR plug-in Manager and Oculus XR pluginInstall by name the packages for the Meta XR SDK using com.meta.xr.sdk.allSelect OpenXR Hand Skeleton for the popupMove OVRCameraRig prefab into the scene hierarchyClicked Fix All in Meta XR Project Setup ToolToggle Per Eye Camera setting in OVRCameraRig ScriptTarget Oculus 3 if it's not toggledMake a cube in front of cameraBuild as an apkLoaded the apk through MQDH
I am trying to follow this page: https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-fmod-req-setup/But it's leaving out a pretty important step when it comes to Quest development. There's a section calledCopy the plugin to the Unity ProjectWhich links to a page from FMOD, that has nothing to do with the specific Meta plugin setup. I have FMOD working for Windows, but specifically for Quest I get an error the plugin is not loaded 06-13 12:25:58.205 2686 2743 E Unity : SystemNotInitializedException: [FMOD] Initialization failed : Loading plugin 'libMetaXRAudioFMOD' from 'liblibMetaXRAudioFMOD.so' : ERR_FILE_NOTFOUND : File not found. 06-13 12:25:58.205 2686 2743 E Unity : at FMODUnity.RuntimeManager.get_Instance () [0x00000] in <00000000000000000000000000000000>:0 I attached a picture of my FMOD Settings, the location of the plugin, and the plugin inspector.Where the documentation falls part, is what do I put in the FMOD settings that it correctly lo
In the colocation multiplayer ar app I am building for Meta Quest 3, I am using Meta XR SDK and Photon Fusion for networking. I have set up a prefab for instantiation across the network. the prefab itself contains multiple children which carry NetworkObject components thmeselves, because these objects are replicas of the NetworkedGrabbableObject building block. Their hierarchy is as follows. the Pillar_01_Module are the visuals and therefore not important. The GrabInteraction is basically the child that an object gets after we add Grab Interaction, via right click -> Interaction sdk -> add grab interaction. the RotateInteraction child is the same except for the additional component of OneGrabRotateTransformer, which is passed into the One Grab Transformer optinal parameter of the object's Grabbable component. the Inspectors of the BaseGrab
I am developing an application for Quest 2 using Unity 6000.25, and I would like to start the app in Panel Mode and then transition to VR Mode. I am looking for the best approach to achieve this. Specifically: How to properly launch the app in Panel Mode on Quest 2.How to programmatically switch from Panel Mode to VR Mode during runtime.Any guidance, best practices, or code examples would be greatly appreciated! Thank you in advance.
Nice feature, but should be an option, maybe even a default one... but please do not make it mandatory. If you are worried that user cannot quit the app without it (I'm guessing taking headset off might be too challenging to some users) maybe leave it as a choice to the user to disable this option on their device so there is at least some option to avoid this break in immersion.
Hi everyone, The Unity setup guide on Meta Developers says to use the Universal 3D template, and it even mentions Unity 6 and makes a distinction to use the Oculus plugin before and Open XR plugin after, which to me seemed like a good sign that the documentation is well maintained. However, if you keep following the documentation you will quickly run into errors caused by Meta XR SDK not being designed for anything other the the built-in RP. First I thought it was just the Interaction SDK samples not having been updated to URP, there are lots of broken built-in RP shaders like the water or mirror material in the locomotion example. That wouldn't be a big deal, but it's also coming straight from the core building blocks that you need to use. Even the most basic thing, the camera rig, immediately raises a red flag by causing this warning in the console: Your project uses a scriptable render pipeline. You can use Camera.stereoTargetEye only with the built-in renderer.
Unity Version: 2022.3.32f1 to 2022.3.59f1Device: Meta Quest 3XR Plugin: Oculus (Enabled in XR Plug-in Management)Issue DescriptionI’m developing a VR/MR application for the Oculus Quest 3, but now I'm experiencing an issue where Unity Play Mode does not stream to the headset, while it did before. This with more than a project.Here’s what I’ve confirmed so far:Oculus Link is working correctly – the headset is detected and connected to the PC, and Link mode is enabled.In Unity, under Edit > Project Settings > XR Plug-in Management, I have enabled Oculus and checked Initialize XR on Startup.When I enter Play Mode in Unity, the scene does not appear in the headset, it shows a forever loading on VR Unity window and Unity Editor freezes on GameView.repaint modal window.Developer Mode is enabled on the Quest 3, and Passthrough is allowed via Link.I have tried restarting Unity and reconnecting Oculus Link, but the issue persists.Last thing I see on the Unit
For context:My team is trying to create a delivery system for VR EdTech applications at Imperial College London. For our desktop version, each individual learning app is built to an AssetBundle and DLL and uploaded to our server. Our main executable ("launcher app") can then browse those files, download them, import them directly into the program and launch them as a separate scene. This works great, since we only need to install that one main application to all our PCs, as that application can then download/install all the others. Now, we want something similar to work on a standalone quest. My understanding is that this isn't possible on Android (I hear you can't load new code into an app at runtime like you can with our DLL method on Windows... please correct me if I'm wrong, I'd love to know how other games on the Quest with mod support work... my mind goes to Contractors, it comes with a mod browser letting you import different game modes, there certainly seems to be act
Hello,I'm trying to get the poke interactor to only poke buttons when pointer finger is extended (otherwise I have lots of accidental pokes). I'm using the CustomHandLeft and CustomHandRight prefabs. I did a little workaround with a script that turns off the "Controller Pointer Pose" component when the hand collider is not active, but I noticed there is an optional "Active State" and "Interactable Filters" inputs in the ControllerPokeInteractor script component. When I search the script, I don't see anything related to "Active State" or "Interactable Filters" and I can't find anything (or maybe don't understand) in the documentation. It feels like I made a workaround for something that is already implemented (and probably implemented better than what I did). Any help is appreciated.
Error: Failed to initialize OvrPlatform - Failed to initialize Standalone Platform with error UNKNOWN. Please clear the login credentials and retry again.I try Clear Credentials,but it still is error.What should I do?
Has anyone else encountered this bug with the full body avatar SDK where the head faces the wrong direction?If you open the NetworkLegsLoopback example scene you can see it easily. Stand still and do not move your head, if you move both hands from your left to your right, you'll see that the third person avatar's head looks in different directions that don't make sense.This happens in my app a lot, we sit next to each other and every time someone looks over their should with their hands in front of them their avatar looks off in a crazy direction.Here is a video where I demonstrate at :40https://youtu.be/PSUPLUaNEJM
Unity Version: 2022.3.16f1Device: Meta Quest 3sXR Plugin: Oculus (Enabled in XR Plug-in Management)Issue DescriptionI’m developing a VR application for the Oculus Quest 3s, but I’m facing an issue where Unity Play Mode does not stream to the headset, while the built APK works fine.Here’s what I’ve confirmed so far:Oculus Link is working correctly – the headset is detected and connected to the PC, and Link mode is enabled.In Unity, under Edit > Project Settings > XR Plug-in Management, I have enabled Oculus and checked Initialize XR on Startup.When I enter Play Mode in Unity, the scene does not appear in the headset, but a built APK runs without any issues.Developer Mode is enabled on the Quest 3s, and Passthrough is allowed via Link.I have tried restarting Unity and reconnecting Oculus Link, but the issue persists.Attempts to FixRestarted the Oculus headset and reconnected Oculus LinkDeleted the Library folder in Unity and recompiled the pr
I need to collect data at certain intervals, including the current view of the OVR camera in the scene.But when passthrough is enabled, unity can't view the passthrough for privacy reasons so my data also doesn't show the passthrough layer.Is there a way for Meta to expose the passthrough data to unity?
Anyone got any custom shaders working for the full body meta avatars? Even if I just copy the text from the default shader and paste it into a new shader to make changes to, I get errors that AvatarCystomTypes.cginc, OvrAvatarSupportDefines, OvrAvatarVertexFetch and OvrAvatarCommonVertexParams cannot be found.I think it is because the Oculus plugin is a package now, whereas it used to be in the assets folder. With the old version I used an altered version of the avatar shader to get the vertex shader animation they do with an unlit appearance.Anyone know if there is still a way to do this?
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