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Hello everyone,we have been using the Meta Avatars in our projects for the last few months now and after putting in some work we were quite happy with the results. However since we recently tried to update from v35.2 to v38 or now even to v40 we noticed a weird displacement in the Avatars thumbs. The thumbs or joints of the thumbs seem to be shifted towards the palm of the hand somehow ( see images for comparison) . It does not hinder the grab functionality - but it makes all hand grab poses look wrong, which renders it unusable for us.with v35.2With v38 and v40 I could not find any indication where this is coming from or any way to fix this.Does anyone have an idea or a tip on how this could be solved?Additional Information:Unity 6.2All-in-One-SDK v78XR-Plugin: Open XRWe are using an OVRCameraRig with Hands and ControllerDrivenHands.Hand Skeleton in OVR Manager: Open XR Skeleton
Hello. I'm developing a game for Quest 2 and 3 and have encountered issues with the game crashing on Quest 2. The weird thing is that only crashes on some of our quests, some of them work fine while others will start the game once then crash when trying to the start the game again. There are no noticeable differences between the Quest 2 headsets either. The source of the crash seems to be this error: MemoryBroker: INPUT_TYPE_MAP: client com.DefaultCompany.Game does not have access (app ops or VR focus). I have tried multiple solutions like forcing a clean shutdown and INPUT_TYPE_MAP permissions but none of them seem to work. I think it's likely related to the RAM use of the game but there is not much more I can to do optimize it further and shouldn't be needed either since it works normally on other headsets.
Hello everyone! I would like to know if it is possible to add extra cameras to the Quest 3.The idea is to add two small thermal cameras to the front of the headset, to obtain a passthrough with night vision. It would be an extra layer of information that helps RGB cameras see in complete darkness.Initially I think of gluing the thermal cameras to the front of the viewfinder, and connecting them by cable to a cell phone, where it obtains electrical power and image processing. Then that image should go from the cell phone to the Quest 3 wirelessly.I was analyzing the documentation, and I think this could be done through the Passthrough.API, Android Camera2.API, your opinion on this would be very useful.I am a person with a visual condition called retinitis pigmentosa, which causes night blindness and decreased peripheral visual field. Therefore, it would be miraculous for me (and for many others), to be able to have night vision, but also assistance for low vision, such as co
HelloI am trying to build a VR application for Meta Quest 2/3 headset with Unity 2022.3.7f1 using OpenXR.However, when I build a pure white object, or whatever. The color appearing inside the build won't be pure white, it is something around RGB=(243,255,255).I tried many things such as URP Settings, OVROverlay, switching to HDR, environment light, texture compression to None, Graphics API to Vulkan, Color Gamut to Display-P3, OVRManager's Color Gamut to Unknown, Unmanged,etc... I can't think anything else. There is no light baking in my scene, nothing else than a pure white object.Can someone provide me some ways to prevent that please ?Here are my Unity settings :
I'm experiencing a critical issue with the Meta XR Simulator that is preventing me from developing and testing my Unity project. When I try to launch the Meta XR Simulator (either by hitting Play in the Unity Editor or by manually going to Meta > Meta XR Simulator > Launch Environment Server), the simulator window briefly appears and then immediately closes, followed by a Unity console error:InvalidOperationException: Cannot process request because the process (XXXX) has exited. (Where XXXX is a process ID like 9116).This issue is occurring consistently across different Unity editor versions, which is highly concerning.My Setup:Unity Editor Versions Tested:Unity 2022.3.22f1 LTS (Long Term Support)Unity 6000.0.48 (Preview/Beta)Meta XR SDK Version: Meta XR All-in-One SDK v77.0OpenXR Plugin Version: [Please specify the exact version you have installed, e.g., 1.14.2]Steps I Have Already Taken (and confirmed the issue persists):Checked Dynamic Resolution Settings:In Edit > Project
I am trying to implement functionality in a Unity app that navigates the user directly to the Reviews tab of the app’s page in the Meta Store.Attempts so far:- Using deep linking opens the Meta Store Info page instead of the Reviews tab.- Using Application.OpenURL() with #reviews appended to the URL also redirects to the Info page rather than the Reviews tab.I also tried the method listed here:Linking To An App's Store Page Review Tab | Meta Community Forums - 841949Is there a way to navigate users directly to the Reviews tab of a game’s store page from Unity App?
I'm new in Unity and VR Development. I was trying to implement passthrough by following this tutorial https://developers.meta.com/horizon/documentation/unity/unity-passthrough-tutorial/However as soon as I installed the Meta Core SDK via the package manager, I'm constantly receiving the following error about every 5 seconds. The error disappear if I remove the Meta Core SDK. I'm using Unity 6.2 (6000.2.2f1) on Ubuntu 22.04NullReferenceException: Object reference not set to an instance of an objectOVRProjectConfig..cctor () (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/OVRProjectConfig.cs:104)Rethrow as TypeInitializationException: The type initializer for 'OVRProjectConfig' threw an exception.OVRProjectSetupSettings.GetOculusProjectConfigAssetPath (System.Boolean refresh) (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/OVRProjectSetup/OVRProjectSetupSettings.cs:126)OVRProjectSetupSettings.GetProjectConfig (System.Boolean refresh, System.B
I am using the OVRCanvasMeshRenderer script to display a curved canvas using OVROverlay. Using this for a spatial web browser, and OVROverlay provides the best visual clarity.Problem is that the canvas now displays over everything. I cannot figure out a way to mask the hands to display over the canvas. I read a few posts that suggested enabling XR Depth Submission, and this makes no difference. Is there an example of how to go about this anywhere?Using Meta SDK V 62 on Unity 2022.3.11
If I turn head left-rigth - virtual gun is shifting relatively controller.it's impossible to make aiming points same in real and vitrual gun.see attached video and objects hierarchyp.s. I'm using Gun Stock. hierarchyturn head rightturn head left
"AR Image Tracking" in oculus quest 3 how can I do that is there any ways or is it even possible?
I have a 3D game object, Player that is grabbed and moved by hand or controller (ISDK). When it enters a specific game object, RestrictedZone, it should freeze not to move in. Movement of hand or controller should not cause the object to enter. But can be taken out of this region and moved. I tried several ways nothing worked as it’s grabbed and moved with button press. any help is appreciated.
Hello,I’m running into an issue with UI interaction on my Meta Quest 2 using Unity and the XR Interaction Toolkit.Here’s the problem:I used the XR Interaction Toolkit Starter Assets with the XR Rig and controllers.In Play Mode (Editor) everything works fine: I can see the controller rays and I can point/click buttons on my UI Canvas.However, when I build and run on Quest 2, I can still see the rays coming from the controllers, but I can’t click any UI buttons.What I tried so far:Opened the XRI Default Input Actions and checked the XRI UI Action Map. It only had bindings for left mouse button, pen tip, and touchscreen press. I tried adding controller bindings but wasn’t sure if I did it correctly (still didn’t work).Checked the XR Ray Interactor components on the controllers. The Interaction Layer Mask is set, but I’m not sure if the UI Canvas is set up properly to match it.Verified the EventSystem is present in the scene. It uses XRUI Input Module, and I pointed it to the Input Actions
In my project I want to anchor multiple different objects in MR. The tutorials I found are only for single virtual object. I am not able to figure this out.Please help!
Hello,While preparing my VR app for Quest Store submission, I’ve encountered a consistent, measurable FPS drop right after the splash screen finishes, and I’d like to confirm whether this is a potential issue for passing the VRC.Quest.Performance checks during review.Behaviour Observed:Immediately after the splash screen disappears, FPS drops below 60 FPS (typically in the 40–50 range) for about 1 second.After that, the frame rate stabilizes at my target (72 FPS) and remains consistent for the rest of the session.The same behaviour occurs even in an empty scene containing only the XR Origin prefab.Performance test video (Unity VR Sample):Test Environment:Unity Version: 6000.0.55f1XR Setup: OpenXR with Meta XR Plugin (default configuration)Devices Tested: Quest 2, Quest 3s and Quest 3Measurement Tool: OVR Metrics Tool (FPS graph)Questions:Will this short FPS dip fail the VRC.Quest.Performance check during store review?Does Meta QA measure from application process start or after the
Hello, I am a researcher fairly new to Quest 3 development and I hope you can help me solve a problem. I would like to track the position of the hand/wrist using Quest 3's built-in tracking, but override the built-in finger tracking and instead use my own tracking system. I have managed to achieve this in a simple scene with only the Camera Rig and Hand Tracking building blocks by changing the OVRSkeleton script. However, when I add the Interaction building block, which requires the virtual hands building block, my fix no longer works and I cannot figure out how to achieve the same behaviour.Do any of you know how I can override the built-in finger tracking regardless of the building blocks involved? Some potential relevant details: I'm using Unity 6, V74 of the SDK. My aim is to create a mixed reality application where the virtual hand is controlled using myoelectric signals (signals measured from the muscles of the forearm).
(1) (2)Normally, when performing a search in the main menu, a text editing area appears above the keyboard. However, in the Unity application I developed, this area does not appear on the system keyboard when focusing on the InputField. Is there a way to enable this area?TouchScreenKeyboard.hideInput = false; (Does not work)
hola! I think there OVRplayercontroller would be the way, but when I walk around (moving in real space) with my vr headset, and reach a border of a mesh, I don’t fall down, like OVRplayercontroller doesn’t really follow me while walking in realworld.Any tips to make this work?Thanks a lot in advance!
ello everyone,I'm developing an application in Unity 6 latest version using the Meta XR All-in-One SDK (latest version). I'm encountering a frustrating issue for some timewith an InputField (specifically TMP_InputField) on my UI Canvas.The Problem:I have a UI Canvas set up with a TMP_InputField. I'm using the ray interaction provided by the Meta XR SDK to interact with UI elements on this Canvas.When I use the ray interactor to click on the TMP_InputField, a blinking cursor appears inside it, as expected. However, I am unable to type anything using my physical keyboard.Crucially, if I temporarily disable the ray interaction component on the Canvas (or the OVR Raycaster if that's the one), I can type into the InputField perfectly fine. This strongly suggests a conflict between the Meta XR ray interaction system and standard keyboard input getting routed to the InputField.My Setup Details:Unity Version: Unity 6XR Setup: Meta XR All-in-One SDKInputField Type: TMP_InputField (TextMeshPro I
I’m currently figuring out how to integrate Meta Pay into our game’s in-app purchase (IAP) system within the Store from the Developer Dashboard.I’ve reviewed the docs here: https://developers.meta.com/horizon/resources/add-ons-setup#creating-add-ons-and-adding-store-assets and the YouTube tutorial here: https://www.youtube.com/watch?v=Fefo_s8BUS4&t=5s, but I’d like to confirm the correct process for configuring Meta Pay.My main questions are:How do you connect Meta Pay to an IAP setup in the Store?What steps are required to enable payment settings, including linking Meta Pay (e.g., binding credit cards or bank accounts)?Is there an official tutorial or guide that explains the full setup process?Any guidance or resources would be greatly appreciated!
I have tried to replicate the a networked player prefab with a placeholder head and two hands for a auto-matchmaking setup.While everything appears to be in sync, I am seeing a constant offset between the actual hand location and transmitted hand location on Y-axis.I am unsure at what point the OVRHandVisual gets updated for a constant Y-offset, since I am fetching the data directly from it and passing to a network Transform.I am attaching a reference image for it.
Hello person reading this,I was going to post for help yesterday but solved my own issue. Figured I'd share for anyone in my same position.I've been trying for a long time to use MRUK, without any success as the app would never load my saved room data when launching the standalone app (using over quest link in play mode would work).Turned out you need to have a developer organization name setup for MQDH, and also "create new app" with the exact same name as the name you give the project in Unity (under player settings). Then when you deploy the apk build to the device it will automatically sign it with your organization key and therefore "trust" the app. Otherwise it's an untrusted app, which Meta doesn't allow access to saved spatial data. There's no obvious warning messages related to this that pop up, so it's something you just have to know.That is all. Good luck.
We have recently started developing with the Meta SDK for building our VR projects in Unity, and have struggled finding/ implementing Sticky Grab interaction. Instead of instantly releasing the interactable after releasing the pinch gesture, we want the interactable to continiuously be grabbed until there has been another pinch grab. This will allow the user to not have to keep pinching/ pressing the Grab button on the controller to hold the object in it's virtual hand.But as stated above we haven't found this to be supplied by Meta so far, and are wondering if somebody else have stumbled against this 'issue' and maybe have found a way to implement this behaviour. Would love to hear your thoughts and ideas, thanks!
It looks like the Unity play mode linking to headset is broken as of SDK 74 almost 6 months ago. I've been trying to get a new project going with all of the latest versioning - SDK 77, Unity 6000.1.13f1 and everything I've been doing is by the book from the latest documentationI just have the camera block and interaction grab block and when I press play the screen on my oculus goes black for 2 seconds and then back to the Link environment. I've tried Unity 6000.0 and 2022 as well and same issue.When I do a build it builds and runs fine on the headset, but I can't preview anything with the play buttonAfter trying all of the different Unity versions, I found this thread on the Unity forum which narrowed it down to headset functionality breaking at 74, so I installed 72 and lo and behold the headset connects fine - passthrough and everything... but the interactions don't work. Hand tracking and controller tracking are broken both in editor and when I build, so using 72 is a non-starter if
Hello!I have not found a proper way to report a bug to the Meta XR SDK team. Is this the right channel to do so ? Anyway here is my report.ProblemWhen changing pivot of an OVROverlayCanvas to something that is not (0.5, 0.5), the render context is truncated. I can see that the overlay camera used by the OVROverlayCanvas is not aligned with the canvas area.VersionsMeta XR Core SDK 77.0.0Unity 2022.3.62f1Minimal step to reproduceSetup a new XR empty project using Meta XR All-in-One SDK 77.0.0Create an OVROverlayCanvas 100x100Add a TextMeshPro text inside, size 100x100, and configure so that the text covers most of the area.On the OVROverlayCanvas use pivot (0,1)RunObserved: the text is cropped, only the top left part is visible.Expected: the text is fully visible on the canvas. Additional notelooking at the code, I think the overlay camera should be offsetted base on the pivot to always be centerd over the canvas instead of always being placed at localPosition = Vector3.Zero. Maybe
Message(本文):こんにちは、Meta for WorkアカウントでUnityとMeta XR SDKを使用してMRコンテンツを開発しています。Meta Quest Linkを介してプレイモードでテストしているときに、Link設定で「Passthrough over Meta Quest Link」オプションが利用できないことに気付きました。これにより、Unityでパススルー機能を使用しようとすると、黒い画面が表示されます。パススルーover LinkはMeta for Workアカウントでサポートされていますか?そうでない場合、エディターでパススルーをテストするための推奨される回避策はありますか?ご支援ありがとうございます。こんにちは。UnityとMeta XR SDKを使用して、Meta for WorkアカウントでMRコンテンツを開発しています。Meta Quest Link経由でPlayモードをテストしている際、「Passthrough over Meta Quest Link」の設定項目が表示されず、Unity上でパススルー機能を使用しようとすると黒画面になります。Meta for Workアカウントでは、この機能はサポートされていないのでしょうか?もしそうであれば、Unityエディター上でパススルーをテストするための代替手段があれば教えていただけると助かります。よろしくお願いいたします。
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