Unity Development
Recently active
Why my hand tracking function can't be used in my APP after uploading to APP Lab. But It is ok when connecting to PC .I developed an APP using both controller and hand tracking function. I tested it many times using the method of unity directly connecting with headset(air link or wire link are both ok too). I want to use it in Quest 2 or 3 directly without PC. So I switched the platform to Android , built .APK and uploaded to APP Lab successfully. But to my disappointment,hand interactive function can't work in my APP and only the controllers can work. You know, it is not adequate to just use controllers and natural hand interplay is really important in my APP.For hardware, I have open the function of automatic hand tracking and the switch between hand and controller is very well in my APP when connecting to PC(Rift mode). But when work in standalone mode(Quest mode), the virtual hands do not even appear, not to mention the tracking.What happened? Can you help me
How do I test entitlement? I have this script on my opening screen. When I build and run on the device all I get is 3 dots. Remove the script my game loads. In my oculus settings I am logged in with my facebook id same id as I used to create account on my quest and same as oculus dashboard. Should this be a test user account instead of my FB?public class OculusPlatformEntitlementCheck : MonoBehaviour { [Tooltip("Show debug messages")] public bool debugMode = false; [Tooltip("Quit app on Entitlement Check Fail")] public bool quitOnFail = true; [Tooltip("Standalone mode allows you to initialize the Platform SDK in test and development environments")] private bool standaloneMode = false; private string appID = ""; // init params for standalone mode struct OculusInitParams { public int sType; public string email; // oculus developer account email public string password; // oculus developer accou
Hello everyone, I'm looking for a smoke or dust shader for MR: Can anyone help me?My problem is that I see a checkerboard pattern in the transparent area
Hi! We are developing a MR game in Unity 6 (6000.0.32f1) using Meta XR Core SDK 71 and Meta XR Platform SDK 71. I have the game setup to use passthrough and I am able to see the real world while playing but I want to disable the guardian system so the player can move freely around the room without the need to set a big boundary. I was able to disable the guardian following this documentation (Boundaryless) and adding <uses-feature android:name="com.oculus.feature.BOUNDARYLESS_APP" android:required="true"/> to the Android.manifest.xml. So everything was working great. Now we want to target also Meta Quest 2 but we don't want to use passthrough on that device so the game will work as a VR game for Quest 2 but as a MR game on Quest 3 so I cant use BOUNDARYLESS_APP anymore because I need the guardian enabled on Quest 2. So I decided to use the Contextual Boundaryless Implementation approach but when I set OvrManager.shouldBoundaryVisibilityBeSuppres
How can I use hand gestures to grab and achieve the interactive experience as shown in the video?I,m using Oculus All-In-One SDK.
I am developing an AR app that can track a user's hand locations and export that data via WebSocket to my (or someone else's) computer. I have a Unity Script which acts as a WebSocket Client that sends data to a basic WebSocket Server that is on my computer. This connection and, more importantly, the code worked for me a couple of months ago. This is important because I am using the same WebSocket code and changed very little else to do with the project since then. One of the big things that I have changed is switching from Quest 2 to Quest 3, so the problem is likely with Quest 3. Through troubleshooting, I have ruled out the following things as issues:- The wifi network blocking connections to the headset due to firewalls/restrictions- Issues with the WS Server on my computer not being able to receive data- Issues with the current version of WebSocket Sharp that I am using- Issues with the current version of Unity that I am using- Referencing the wrong IP address in the WebSocke
Im using SnapInteractables and just want an event when the interactor has successfully been put in place. Seems bizarrely hard to get this info
I found Fixed-Foveated Rendering works well when I don't use any render feature or post process.But if I add any pass requires rendering into a intermediate render texture, then FFR is disabled for those render passes and only enable in FinalBlit pass.I have checked the document and it also said not recommend to use FFR in this situation:https://docs.unity3d.com/Packages/com.unity.xr.oculus@4.1/manual/index.htmlI also checked the Vulkan document and found nothing force me not to use FFR in render pass which uses intermediate render texture. Is there any options could force enable FFR or am I missing something which not allow FFR being used in this case?
I am receiving this error for exoplayer. Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8 FAILURE: Build failed with an exception. * What went wrong:Execution failed for task ':launcher:checkReleaseAarMetadata'.> A failure occurred while executing com.android.build.gradle.internal.tasks.CheckAarMetadataWorkAction > One or more issues found when checking AAR metadata values: Dependency 'androidx.media3:media3-exoplayer-dash:1.4.1' requires 'compileSdkVersion' to be set to 34 or higher. Compilation target for module ':launcher' is 'android-32' Dependency 'androidx.media3:media3-exoplayer-hls:1.4.1' requires 'compileSdkVersion' to be set to 34 or higher. Compilation target for module ':launcher' is 'android-32' Dependency 'androidx.media3:media3-exoplayer-rtsp:1.4.1' requires 'compileSdkVersion'
Hey there, I'm working on a VR Application and I have a strange effect while in play mode. I can see some blue artifact/clipping effect around the top corners while in play mode (only with VR-Headset on, does not show up in the scene tab). It even appears when I record my view.Does anyone know how to fix this? It must be something with the camera, right?Here is a picture where you can see it in the top right corner.
Hi folks not sure if i'm posting in the correct section but hopefully i can get some guidance for our developers. We have been working on a vr game for 3.5 years and its near completion, we will have in app purchases , however we can only see add ons when trying to set this up in our developers account and the max is $99 ...What is the difference between add ons and in app purchases? We have in app purchases of bundles that are over $99 how do we create this...THANK YOU xx
इक्सिगो कस्टमर केयर से संपर्क करने के लिए, आप इन नंबरों पर कॉल कर सकते हैं: 6OOO649OO4 आप अपनी सभी समस्याओं का समाधान सिर्फ एक कॉल/एसएमएस से पा सकते हैं।
I have a "Boot" scene as a Buildin resource and a "SampleScene" scene as an Addressable resource. When I build it as a meta Android app and run it, the "Boot" scene is loaded by default. Then, in Start, the "SampleScene" scene is loaded using Addressable (LoadSceneMode.Single). However, when I use the Profiler analysis tool to check the number of triangles being rendered, I find that occlusion culling is completely ineffective. But this is normal in the Unity Editor (including when loading with Use Existing Build) and android phone.There is a problem on the Unity forum about Occlusion Culling not working. The solution provided is to reset the ActiveScene in the frame after loading the scene, but this does not work on Meta devices. Has anyone encountered a similar issue? Or are there any possible solutions to try?
A client wants a way to open the casting menu directly from the app (via a button) that opens up just the casting options for the meta OS. Is this possible with a Unity app?I have seen This doc page on system deep linking for settings but it doesn't include anything specifically for the casting menu and I couldn't find any other lists of intents you can use.I have seen this is possible, because ArborXR (a DMS for VR headsets) has this feature.
Hello,I am currently developing an app in Unity that I would like to run on my Meta Quest. As part of the work with the app, I am looking for an easy way to transfer a few files (videos) to my iPhone without using an external computer, but only via a physical connection or network. Does anyone have suggestions on how to connect the Meta Quest to the iPhone in order to transfer several files?Thanks!Omer.
I want to throw objects in MR with hand tracking, but am unable to do so. I use the building blocks to add everything into place, but when I release an object it simply drops straight down. I already checked if all the components from the guide (https://developer.oculus.com/documentation/unity/unity-isdk-throw-object/) are in place, and this should be set up. Any tips are appreciated
I have been trying to implement Capsense or controller-driven hands for four days, but I have not been successful. Initially, I worked with version 65 of the Meta XR SDK, but nothing seemed to work despite my best efforts.When version 66 was released, I hoped that the Capsense issues were fixed, so I updated to version 66 and imported the samples from the Meta XR Core SDK. Interestingly, even the sample scene "ControllerDrivenHandPoses" provided by the developers does not work correctly-the hands do not appear.My goal is to use controllers while displaying hands and their animations simultaneously. Currently, when I use the controller, my hands disappear. Even if I set the hands to always show, they appear but the controllers do not work to move the player.I am seeking help to resolve this problem. If anyone knows the solution, please let me know.
Hi,I've taken over some in-house apks which we're working through upgrading. However, we've recently got reports of an issue with the 3S that when you reset your position in these applications, it not only resets the horizontal position, but also the verticle and tilt. Not only that, but this reset position is taken over for the whole device, so if you exit the game with a misaligned reset position, it remains in home. I'm looking to find whatever's doing this, as I suspect some issue with a script trying to reset to eye level, not floor level. We've now tested on multiple devices running v72 and Q2 and Q3 are fine and reset correctly. The 3S is the only one that has this issue. My question is, what's different about the Q3S here?
Can anyone help with interactable filters please? I have set up up some objects as snap interactors and some snap locations which all works fine. I would like to make it so that only certain objects can snap to certain locations. Looks like I need to use Tag Set filters but I cannot get this to work. If anyone has any advice it would be most appreciated.
Uploading apks to our app stopped working today. Error always comes up saying"ERROR: Sorry, we encountered a problem while processing the file you uploaded. Please try again later."This happens with both the command line and the oculus developer hub toolAnyone else experiencing this problem?
Hi, I'm bulding a VR app on the Quest 3 using Unity and Oculus SDK.It's working greak for months but I've suddenly encounter a very annoying problem.Without making any change to my application, it's started getting stuck on the splash screen when running the APK (with Unity Build And Run). Same with launching the apk directly from the quest.The quest is completely stuck, I can't even access Meta menu, just turning off the headset.I've tried updating Unity, Oculus SDK, factory resetting, changing XR plugin, starting from a new project from scratch...I have no idea what happened, but we have a very big presentation soon and I'm completely stuck... If anybody has an idea it would be more than welcome...
Hello Meta Developer Community,I'm currently developing a VR project using the Meta All-in-One SDK and have encountered a persistent issue related to the ControllerTracker Building Blocks.Project Setup:Unity Version: [6000.0.26f1]Meta All-in-One SDK Version: [72.0.0]Target Platform: Meta Quest 2Issue Description:In my VR scene, I have implemented the following components:Camera RigTeleportation FunctionalityController TrackingVirtual HandsCanvas + Event SystemAll components function as expected until I add the ControllerTracker Building Blocks. Upon adding this, I receive the following error:NullReferenceException: Object reference not set to an instance of an object UnityEngine.EventSystems.OVRInputModule.GetMouseStateFromRaycast (UnityEngine.Transform rayOrigin) (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/Util/OVRInputModule.cs:831) UnityEngine.EventSystems.OVRInputModule.Process () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/Util/OVRInputModule.cs:550)
I am using Meta Movement SDK 69.0.0 with a Meta Quest 3 to enable full-body tracking for my avatar. Overall, the movement feels quite natural, but I have encountered an issue where the arms behave unpredictably when the hands and arms overlap.For example, when I extend my hand forward while keeping my arm behind it (causing some overlap), the tracking seems to struggle, and the arm moves in an unnatural way—almost jittering or failing to hold a stable position. This issue becomes more apparent in complex poses where my arms and hands cross each other. I am wondering:Is this a limitation of Meta Movement SDK’s tracking system, or is there a way to improve the tracking fidelity in such cases?Are there any settings, configurations, or best practices I should adjust to improve stability when dealing with arm/hand overlap? Additionally, I have noticed another issue when rotating my arms around the horizontal axis. When I rotate my arm clockwise or counterclockwise, the movement is
Hi, if I set my Hand Skeleton Version in my OVRCameraRig to OpenXR Hand Skeleton, the transfer of my hand to the avatar does not match, but I can interact with my buttons, if I set Hand Skeleton Version to OVR Hand Skeleton, the tracking is correct, but I can no longer interact with my buttons. In addition, when I use the OVR Hand Skeleton, in the project setup tool, I get an outstanding issue "When using Interaction SDK with the OpenXR hand skeleton, the Hand Skeleton version in OVRManager must be set to OpenXR".The support wasn't able to help and when googling I only found people with the same problem, but without a solution.Has anyone of encountered this issue and know a fix?Thank you!
Hi,I'm looking to be able to multiply the amount of movement and rotation of the controllers for a Disability/Rehab project.I have users that have limited movement and the movement they have needs to be amplified.eg. a small movement or rotation of the controller will be a larger movement in the VR world.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.