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Is there a way to track the virtual position of a real moving object with the Quest? For example a ball that is rolled across a table (example).Alternatively does anyone have guidance or examples of using one of the quest controllers (maybe the Quest Pro controller is most relevant for this) or some other sensor that can interface with the Quest to get its position without necessarily being held in the user's hand? My use-case is to track a physical robot in mixed reality so that I can display robot relative visualizations (e.g. LiDAR) from the correct coordinate frame / pose.
APK Signed with Android Debug CertificatePlease sign or rebuild your APK using a production certificate or verify your keystore build settings are correct.I already searched and can't find where I can set this up, someone can help. Oculus + Unity is a big problem, I'm almost giving up publishing my game !!
Hi, as title says, it does not seem possible anymore to use the provided Subgraph for Occlusion in another Subgraph. Not sure what the reason might be, probably somewhere in the includes. It worked fine before (we were on 69.0.0 before).On another note, is this forum the right place to ask such questions? Because I never saw any interaction with Meta Devs, only generic bot answers, which does not make any sense in a Dev focused forum, at least not with this kind of generic bot. Is there another place to file bugs for Meta software?
Hi,I'm trying to set up my Unity project to use avatars. Unfortunately, I am unable to set the "Oculus Platform Settings", "Unity Editor Settings" part. I can't set myself as a tester in "Unity Editor Settings". I am the only developer, admin. When I create a new tester on the developer portal, I can fill it in, but not myself. My email and password that I use for Meta doesn't work ("Please enter a valid user credentials"). As an administrator/owner, am I not also a tester for all applications? How do I add myself to the testers? Any help welcome!
Hi there.We are developing an MR app for Quest 2 and 3. We can use Passthrough successfully in all our app except during the loading and splash screen, where black background is shown.We aren't using a splash screen, the three loading dots are shown instead.We followed those two guides to have Passthrough enabled in the loading screen, but non of the options seems to work:https://developer.oculus.com/documentation/unity/unity-passthrough-gs/#enable-based-on-system-recommendationhttps://developer.oculus.com/documentation/unity/unity-customize-passthrough-loading-screens/*We are using Meta XR All-in-One SDK v 63.0*Insight Passthrough is enabled in OVR Manager*System Splash Screen Background is set to Passthrough.*We don't have a splash screen in Player Setting nor in OVR.*We also tried to enable passthrough background in the AndroidManifest. Are we missing something??Also, we loaded a splash screen in the OVR to do some testing, and it was shown with black background.We deleted the
hi, I'm trying to publish an app in the oculus shop and I can't. I'm not able to publish it.I am using unity.I get the following errors when I try to publish: NOTE:Your manifest includes the following permissions restricted by Oculus:- android.permission.RECORD_AUDIO- android.permission.READ_EXTERNAL_STORAGE- android.permission.ACCESS_MEDIA_LOCATION- android.permission.CAMERA- android.permission.WRITE_EXTERNAL_STORAGEPlease remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection of your application. any solution?
Hi,Using Unity and Quest 3. I need to use the Virtual Keyboard with OVRInteraction but the keyboard does not work with OVRInteraction SDK components attached to the OVRCamaraRig. Followed the docs precisely but not luck. Anyone have some suggestions. Working with native Virtual Keyboard sample OVRCameraRig. Not working after adding OVRInteraction and OVRHands and following docs.
Hello I submitted an app to the store for MR but it was rejected due to the splash screen issue. I understand from the link sent I need to disable splash screen on Unity. But I don't have a pro plan to be able to do that. Is this required to be able to disable the splash screen to meet the store requirements for an MR Application.
Hello everyone, I have a new project in Unity 6 using the Meta Interaction SDK ver 69. I implemented a pause / resume button in my scene where the player can use a pokeinteractable button and pause the game, which brings up another canvas with an unpause button and other paused-time functionalities.The pausing depends on Time.timeScale = 0; which is also used by the SDK hand tracking. The options presented by GPT was to either write a custom script for an unscaled time tracking of hand tracking (which I do not want to implement) or using the Time.timeScale only for the elements that I want paused (which is everything else other than the hand tracking.)My search on the online communities resulted in one thread where one guy says the Hands have the "run when paused" option, which I could not find in any of the Meta SDK components.I would be grateful if anyone knows a straightforward way to keep the hands tracked while everything else is paused.
El número principal de atención al cliente es ¡¡Habla Ahora!! Calendario · Formularios. Parece que estás compartiendo un número de servicio al cliente, pero 1.86.66.66.60.23 el mensaje parece un poco incompleto. Si está intentando hacer referencia a un contacto de servicio al cliente, el número que proporcionó es.
El número principal de atención al cliente es ¡¡Habla Ahora!! Calendario · Formularios. Parece que estás compartiendo un número de servicio al cliente, pero I.86-68.29-I2.62 el mensaje parece un poco incompleto. Si está intentando hacer referencia a un contacto de servicio al cliente, el número que proporcionó es.
Hello! I have ran into an issue. Whenever I use a custom manifest which is required to upload my game to the platform, my game crashes. My manifest seems to work when I submit it to the developer hub. However, the game does not run on the headset. Any help is appreciated. Thanks!
Hi my use case is I need the controllers and not hand tracking. However, I want to render the controllers as Hands in VR. I am interested in doing this with only the Meta SDK and not the Unity Interaction SDK.Can someone clarify what the difference between OVRControllerDrivenHands and the OVRHandPrefab is? Also, I can't seem to find any good documentation about these, where can I find that?What I have tried so far that does not work: Drag the OVRHandPrefab under the Left and Right AnchorPoints under the OVRCameraRig and set the OVRManager to Hand Tracking Support to: Controllers Only. They work when I set them to Controller and Hands, but not Controllers Only.Am I supposed to use the OVRControllerDrivenHands if I only want Controllers that look like hands?Thanks.
I'm having trouble starting Firebase on Meta Quest 2. The app builds without errors and the message that should appear in theFirebaseAuth dependencyStatus is: "available". However, when starting it on Quest 2, the following message appears: "unavailable invalid""Available" status occurs normally on Windows, Unity editor and Android phone. Does anyone know why this error occurs on Quest 2?I tried rewriting the code, reinstalling the SDKs, setting up another Firebase account, checked the package name, checked Google services, tried options related to internet connection. This is the code:async void Start() { Debug.Log("Checking dependencies"); await FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task => { dependencyStatus = task.Result; }); Debug.Log("Logging"); var auth = FirebaseAuth.DefaultInstance; await auth.SignInAnonymouslyAsync(); Debug.Log("Logged!"); auth.SignOut(); Debug.Log("Unlogged!"); }
Meta XR Simulator doesnt work in my project and even in a blank new project just with Meta Core and Simulator I can provide all the logs
Oculus Quest3sI'm using Unity 2022.3 and got the Meta XR all in one. I've used the building blocks to get the anchors working and i can save, load and erase them no problem. The problem comes when I go to load the anchors they are not loaded in the same order as they were created in. When the anchors are loaded i get the list of them and create some new objects of my own. This list of OVRSpatialAnchors is not in the same order as creation. here is an exampleloading error - YouTube
Hey!I managed to make the virtual keyboard work with a separate input field. However, the keyboard has its own input field on the top side, that I do not know how to capture. It does not look good to see the user input on the top of the keyboard, and on also a separate input field.In Meta documentation on the virtual keyboard screenshots, there is no input field, so I guess it is kind of a newer feature.Did anyone succeed in catching the input that is located on the keyboard itself?Thanks!
Hello, I’m currently working on a project for school that uses Firebase and I was wondering if it’s possible to setup SSO with Firebase in a Unity VR project build? I know you can with Android and iOS builds but I’m not sure if you can with VR.
With the new XR management system installed in Unity I can only render to the right eye if I set the Camra Target to 'Both" If I set the target to "Right" it wont render to the right eye. This is important to me because I use two cameras and have one camera target eye set to left and the other set to right. I need to be able to do this because I need to be able to independently control each eye and display different things in each eye individually. That may sound weird but I develop eye training apps.Everything works fine if I don't install the XR management system.I should also point out that if I use the OVRCameraRig and the XR Management System it renders to both eyes even when I set targets to Left and Right but its double vision and some other weird stuff. Again it all works fine with legacy VRCould someone please try two cameras and set the targets to left and right eyes and let me know if their right eye renders? Or use the OVRCameraRig and set "use per eye cameras" and
I am using unity to build a simple scene that can be viewed on the quest 1. After playing the scene, the headtracking of quest 1 is shown in unity preview, but the screen inside the headset is blank. I have check the quest link connections and settings, but nothing seems to work. Any help would be appreciated.Thankyou
I am trying to run the Meta simulator on a Mac device through Unity, but the simulator is not working. I have set up the simulator according to the documentation provided by Meta in mac device.
I've installed and activated the plugin, but it never launches. Running Sonoma on Apple Silicon if that makes a difference.
Hi,A noob question but I was looking in the Interaction Samples and I found the RayCanvasFlat sample. But it works only with hands. How can I also make it work with the controllers? Thanks
I'm getting ready for the Microsoft Cybersecurity Architect Expert Exam and I'm struggling with some areas but, Can you share the toughest questions you faced while studying? How did you manage to overcome them?
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