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I am trying to do Quest development on a Macbook Pro. I have installed Unity 6000.0.38f1, along with the Meta Quest Developer Hub. When I try and attempt to install the latest Meta XR All-in-One SDK (version 72) in a new project the Unity editor crashes.I have checked the crash log and it says that the thread crashes when trying to load the "OVRPlugin.dylib" file (see screenshot).Has anyone else ran into this issue? Is this an issue on my side or with the Meta XR All-in-One SDK and Unity 6?Edit: Further testing has shown that it seems to be related to the Sequoia OS, as someone else tested on a mac with Sonoma and Unity opened successfully.
Meta XR Simulator version 72 not showing up on Unity Editor running on MACos M2 Macbook Air.I tried this on two projects. One with Unity 6000.0.39f1, another one with Unity 2022.3.53f1.When I click Meta -> Meta XR Simulator -> Activate, the console will show the following message. and the XR simulator icon (that looks like a computer) will light up on the unity scene screen . The following message will appear on the Console. But when I click Play, no the XR simulator window is not showing. I already followed the pre-requisite in the Getting Started with XR Simulator web page. Not sure what's causing this. [Meta XR Simulator is activated] XR_SELECTED_RUNTIME_JSON is set to /Users/cheungbx/MetaSDK6/Library/PackageCache/com.meta.xr.simulator@dd003f206ffc/MetaXRSimulator/meta_openxr_simulator_posix.jsonMETA_XRSIM_CONFIG_JSON is set to /Users/cheungbx/MetaSDK6/Library/PackageCache/com.meta.xr.simulator@dd003f206ffc/MetaXRSimulator/config/sim_core_configuration.jsonUni
Hello,I'm building a game for every platform, Steam and Meta, and it works that way so far. I've read Meta documentation, and it seems like I'm supposed to use Meta's "OpenXR" rig for some features like Dynamic Resolution .Currently I'm using the Hurricane VR and Hexa Rig asset combo (VR - Physics Interactions Bundle | Physics | Unity Asset Store) for my player rig. I've attached a screenshot of the camera settings set up as a generic XR device.If I wanted to use some oculus camera features, how would I organize that for my project? Do I need to make two rigs and switch between them depending on the platform??
Not sure which developed forum this would be best to raise in (Quest, Unity, Meta Spatial SDK, or SDK) but here it goes. Ideally this would go into a suggestion box but I'm not seeing a suggestion forum here.I would love to have the ability to use AR tags with the Quest. Having AR tags would do wonders for tracking the position of objects, people, body parts in the real world. This would be an immensely useful tool for HCI researchers, who may want to track the arm or props for a study, and game developers, who could use this to build custom physical props for their games.I have looked far and wide on the Unity store and the web but this functionality doesn't seem supported.Does anyone know if this is possible? Perhaps a script or an addon I can buy? I would pay good money for this.Cheers! IA
I am trying to create a trail for a fast-moving object (a baseball).My first attempt was to instantiate a mesh every fixedUpdate, but I found out that this was not detailed enough. So I increased the physics update rate by decreasing Time.fixedDeltaTime. Unfortunately this did not work. After some troubleshooting I figured out that the fixedUpdate was called approximately 72 times per second, even after changing it to 200 times per second. Which is exactly the same as the refresh rate of the Meta QuestMy second option was to use particles and set the MaxParticleTime to 0.005 (200 times per second). But again, it is set back to 72 times per second as soon as I run the app. Even when I include an option to change it at runtime using the thumbstick it never changes from 0.01388889 (72 Hz)How can I unlock the physics or particle update rate from the frame rate?There is no reason to link these two. It should be perfectly fine to run 2 or 3 Unity FixedUpdate cycles in one Quest frame cycle.
How do can someone answer for me plz
Im trying to setup the Unity VR Preview for the Unity Editor on my Uni's PCs.Ive set up Oculus and the Linking works fine, but when I try to search in Unity I get an Error: Unauthorized device detected, please add debug authorization and reconnect. System.Threading._ThreadPoolWaitCallback ()I also cant add the device in the Meta Developer Hub, even though I tried changing the targetet ADB to the unity Debugger
Hello everyone. I don't know if it makes sense to write here. According to the forum, no. But I'll try. Guys, I need some help. I'm trying to create a launcher for personal use. Theoretically, it's just a three-dimensional space. Which has a video player, a button, and a timer. That's all! How it should work. I press the button. The timer starts and the installed application opens. The timer ends and the open application closes. This brings us back to my application. I've tried different versions of the code. But that's all I've been able to achieve. This is done in order to open another application. If someone has succeeded. Let me know. I'll leave the code to open the app here. Maybe someone will need it. using UnityEngine; public class Cat : MonoBehaviour{ public string targetAppPackageName = "!!!your package name!!!"; public void OnButtonPressed() { if (Application.isMobilePlatform) &n
Hi everyone,I’m developing a mixed-reality application in Unity 6 that demands highly precise tracking. The goal is to position virtual objects at specific world locations and have them remain fixed reliably. My current approach involves:Creating three spatial anchors.Calculating the middle point between these anchors.Instantiating a small cube at that midpoint, with all virtual objects positioned relative to this cube.Despite several months of testing, I’ve noticed a drift of a few centimeters, particularly when moving further away from the anchors and then returning. I’m looking for suggestions on how to address this issue. Specifically:Are there alternative approaches with spatial anchors that could reduce this drift?Is there any proven method to recalibrate or smooth out the drift over time?Or, does anyone know of a supported physical tracker that could provide reliable positional data to enhance precision in this setup?I have tried to find some insights, particularly with an exter
Hi.There is a problem with downloading expansion files. We have received reports from users that DLC downloads that were working fine until now have started failing a few days ago.We have not made any changes to the application since it was working fine.The only thing I can think of is that we updated the OS of the Meta Quest itself. Details of the problem are as follows. There are two bundles to download. They are registered as expansion files in the build on the Meta Quest Dashboard.Users will be able to download these files after purchasing the DLC.The application uses the Oculus.Platform.AssetFile.DownloadById function to download the expansion files one by one.At this time, the first one can be downloaded and installed without any problems, but the second one does not complete download.Strangely, when I check the storage on SideQuest, both files are downloaded! This seems to be derived from a problem that the download failed midway or the installation failed. I
Hi,I want to snap an object that I've grabbed towards a fixed socket, as the user moves it over the slot.The object shall be still in grabbed state, and the controller hands should follow the snapped object.Is there a way to do this with the Interaction SDK. I didn't find a sample.regards,Alex
Hi, May i know is there any way for me to hide the Meta Avatar Leg and Hand from Photon Fusion Multiplayer? So that the Meta Avatar when loaded, it only appear their upper body, and without their leg, so that others player will only able to view the local player upper body only. Thanks for help.
Hi Everyone,I'm currently developing an AR game for the Meta Quest 3, and I’m encountering a rendering issue when using PC VR with passthrough. The problem seems to be related to the passthrough feature because my virtual hands are displayed correctly.When I build for Android, everything works fine, but when I build for PC or run the game in the Unity Editor, I experience this rendering issue. I’ve tested three different versions of Unity and multiple versions of the all-in-one Meta SDK, but the issue persists.I also tested the project on another computer with an RTX 4070, and it worked perfectly in both the build and the editor. Based on this, I assume the problem is related to the graphics card on my main computer, which has a 7900 XT.Has anyone else experienced this rendering issue or have any tips to help resolve it? Thanks in advance for your help!
Hi, since i updated Meta SDK to 71.0.0, Simulator remembers camera position but not hands?Looks like this is new, camera position is remembered between executions, but hands appears at starting point of camera rig location in the edit time.Weird... not happens in SDK 69
I've been trying to set up new meta avatars for a multiplayer application using the latest version available (Meta Avatars SDK 31.0.0) using the "Auto Marchmaking" and "Networked Avatar" buildingblocks using Photon Fusion but when I try it, no avatar is loaded. "Networked Avatar" has two objects, AvatarSDK and LipSyncInput, but in AvatarSDK where the "EntityInputManager" script should appear, the script is not recognized, something similar happens with LipSyncInput where the "LipSyncMicInput" script is not recognized. When running my scene, Unity shows me the following alerts: -The referenced script on this Behaviour (Game Object 'AvatarSDK') is missing!-The referenced script on this Behaviour (Game Object 'LipSyncInput') is missing! To try to isolate the problem, I'm running a new clean Unity project with only Meta Avatars SDK and Photon Fusion.Meta Avatars SDK is installed with the following dependencies:-Meta Avatars SDK Sample Assets (31.
¿Qué terminal es Spirit en Puerto Rico?Spirit es considerada una aerolínea líder en viajes nacionales e internacionales, opera vuelos a más de 100 destinos en diferentes países. La aerolínea ofrece varios servicios a los pasajeros para que tengan una experiencia de viaje placentera. Además, el equipo de servicio al cliente dedicado siempre está listo para ayudar a sus pasajeros a mejorar su experiencia de vuelo. Por lo tanto, mientras vuela con Spirit desde Puerto Rico 787.913.8009, si tiene alguna consulta relacionada con la reserva, asistencia especial, documentos de viaje o más, contacta a Spirit Puerto Rico y obtener una asistencia efectiva. En esta guía, explorará varios canales de comunicación de Spirit, a través de los cuales puede comunicarse fácilmente con el representante y resolver su problema lo antes posible.Canales de Comunicarme con Spirit desde Puerto RicoSpirit Puerto Rico teléfono: Spirit ofrece asistencia in
¿Cuál es el proceso para llegar a United desde Puerto Rico?United ofrece diferentes formas de ponerse en contacto con los representantes y proporcionar la mejor solución a todos los pasajeros que se enfrentan a problemas durante el vuelo, al facturar, añadir equipaje y cualquier otro problema común. Si usted también se enfrenta a cualquier tipo de dificultades en su vuelo antes del vuelo y no puede encontrar la solución, por lo que puede marcar United número de contacto Puerto Rico 787.913.8009 (Agencia de viajes) al equipo de servicio al cliente y también comunicarse con ellos en los otros métodos como el chat, correo electrónico, redes sociales y WhatsApp. ¿Cómo hablo con alguien en United desde Puerto Rico?Para ponerse en contacto con United Puerto Rico ejecutivo de servicio al cliente a través de la llamada telefónica y encontrar toda la solución de los problemas relacionados con el vuelo. Usted puede utilizar este método y ahorrar su t
Dear allI'm saving a series of spatial anchors to the meta cloud and retreiving them via a group id and everything works well. The list of anchors I'm getting is however in random cronological order although always in the same order. Is there a way to get the last saved anchor?I just need the latest, so I could clear all anchors when saving a new, but it is not possible to delete shared anchors on the cloud it seems, only persistent storage?Thank you very much in advance!Regards Thomas
I use Unity's DeviceName interface to get the device model of the user. It works fine most of the time, but for some devices, the model name comes up as "Standalone HMD." Anyone know what device this is?
I trying to work with the OVR Interaction Comprehensive. I only need a ray interactor to interact with my UI (maybe also Poke). I disabled most of the interactions (grab, locomotion, etc) and the UI works (sort of). The app is not showing the "laser pointer" round marker so it is hard to detect where I am pointing in the UI.What am I missing? ThanksAviv
I am developing my first MR game using the All-in-one SDK, and I am confused. With the poke interaction, I am unsure how to make interaction trigger events. How can I do this?
Hi there,I'm currently developing an application for the Meta Quest 3, but after upgrading to Unity 6 I am unable to build for the platform. I can play in editor fine, but when I build it creates what is shown in the image. The game is running behind this, you can move around and all audio is working, but the graphics are fully corrupted. No one else working on the project is seeing this, I can still install their builds fine but if they install one from my editor it shows the same. I have tried deleting all of Unity and Android SDK/NDK and reinstalling everything, but the issue persists. Any help would be appreciated
Hello guys, do you know how to use Meta XR Interaction components to make a ladder climbing system that works like real life? Unity XR Interaction has components to help make that system, but Meta XR does not... any idea? (because migrating from Meta XR SDK to Unity XRI is gonna be chaos for me bcs I have to fix a lot of scripts so that my scripts could integrate with XRI)
Hi everyone,I am working on a Unity project that uses Text-to-Speech (TTS). The Meta TTS feature works perfectly in the Unity Editor, but when I build and run the project on Windows, it does not function as expected. I have also checked for any errors in the Player logs, but nothing specific stands out.Has anyone else encountered this issue? Any suggestions on what might be causing TTS to fail in the Windows build?Thanks in advance for your help! hvox1138
Hi, I am using Unity 6 and Meta XR All in one package v71I used CurvedUnityCanvas prefab in my scene, then did right-click -> Interaction SDK -> Add Ray Interaction to Canvas.Everything works, I can indeed see the selector and small rays coming out of my hands (not controllers). However, I can't scroll through the scroll view neither by ray interacting nor by poke interaction.Is there any way to fix this issue?
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