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Hello Team,I am developing a multiplayer game using Photon Fusion2 in Server-Host mode and deploying the server using Hathora. For player setup, I am utilizing the Meta All-in-One SDK and Meta Movement SDK.During the creation of the Linux server build, I encounter an error " Unsupported Platform " originating from the Meta All-in-One SDK script. I have attached a reference image for your review.It appears that the Linux server build is not currently supported by the Meta All-in-One SDK.I have already contacted the Hathora team, and they advised me to reach out to the Meta team for assistance.Could you please provide guidance on how to successfully create a server build for deployment in this scenario?Thank you Ramkesh Singh
What would be the method to get teleported back to the starting position by simply pressing a button on your controller?Is was looking into doing a simple callback on the Teleportinteractable. but i can't find a simple fucntion to do it.looking further i think it boils down to sent an event, but then I need compose more data and it is not clear how to do that from callback list in the inspector view. Looking fro some advice here
Hi everyone,I'm having an issue with the Oculus Interaction SDK (v69.0.1) while using hand tracking for grabbing objects. The problem is that objects stop colliding with other objects when they are grabbed. Here's a summary of my setup:Unity Version: 2022.3.16Oculus SDK Version: 69.0.1In the Grabbable component the option "Kinematic while selected" is disabled.Objects have a Rigidbody (not kinematic), and I'm using the default physics setup. When an object with the Grabbable component is grabbed using the Hand Grab Interactor, it no longer collides with other objects in the scene. Before being grabbed, the object interacts with other rigidbodies as expected.Has anyone else encountered this issue where grabbed objects lose their collision behavior?Is there a workaround or best practice to ensure objects remain physically interactive while being grabbed?Could this be a bug with the current version of the SDK?Any help or suggestions would be greatly appreciated!Thanks in advance! 😊
Hello!I am currently unable to set up the newest Meta Avatars SDK (v29.7.0). Every time I try to install, it raises the same three errors :Library\PackageCache\com.meta.xr.sdk.core@68.0.3\Scripts\BuildingBlocks\MultiplayerBlocks\Shared\NetworkedAvatar\Scripts\EntityInputManager.cs(31,17): error CS0103: The name 'BodyTracking' does not exist in the current contextLibrary\PackageCache\com.meta.xr.sdk.core@68.0.3\Scripts\BuildingBlocks\MultiplayerBlocks\Shared\NetworkedAvatar\Scripts\EntityInputManager.cs(33,17): error CS0103: The name 'BodyTracking' does not exist in the current contextLibrary\PackageCache\com.meta.xr.sdk.core@68.0.3\Scripts\BuildingBlocks\MultiplayerBlocks\Shared\NetworkedAvatar\Scripts\EntityInputManager.cs(34,17): error CS0103: The name 'BodyTracking' does not exist in the current contextDoes anyone else seem to be having similar issues? Any insight as to why this might be happening, or if there are any steps to be taken to resolve this, would be greatly a
Hi there, is it possible to have these hand visuals, which also are animated?Using Unity 6 and all in one SDK v71.There are lots of building blocks, but I can't find this. Maybe it's there already and just needs to be activated? Or any other way to implement / use this?Thanks
Error:Product Id mismatch between product details and package details.The previous 69.x SDK worked correctly. I'm seeking solutions to resolve this issue. I've already tried clearing C:\Users\Administrator\AppData\Local\Unity\cache and updating Unity Hub to the latest version, but neither method worked.Alternatively, if anyone could provide an offline Unity Package download link, that would also be helpful.thanksos:win10Unity:2022.3.47SDK Version: Meta XR All-in-One SDK 71.0
Hi,I'm using Unity 2022.3.16 with Avatars SDK 24.1.1 and I have started with a new project, following all the setup instructions here: https://developers.meta.com/horizon/documentation/unity/meta-avatars-config-projectI am testing with the MirrorScene from the Samples.If I run it within the Unity editor, I can connect the Quest via Link and I see a default avatar with working IK for head and hands as well as some facial expression and lipsync.BUT if I build it and run it directly on the Quest 3, I see my own avatar but in a fixed T-pose with no animation from IK or facial expression.What am I missing?TIA, Dave
Hi Guys, I am trying to upload a Unity app into the Meta Horizon store. I am failing a requirement:"Apps that can launch directly in passthrough should show passthrough loading screens and launch in passthrough when the user is coming from MR Home. " https://developers.meta.com/horizon/resources/vrc-quest-functional-14/ The problem is that I am building my app on Unity and Unity places a default black screen that says "Made on Unity." How do I pass this requirement?
There are currently seven BlendShapes for tongue tracking which primarily only allow for inwards/outwards positioning.https://developer.oculus.com/documentation/unity/move-face-tracking/#face-blendshapes Some further implementation allowing for simple lateral left and right positioning would greatly improve the potential feature applications.Additional development could include both vertical and lateral manipulation, as well as morphing. This would be in similarity with competing HMD face tracking implementations.
I recently added the Meta Movement SDK to my app for full bodytracking. The SDK itself seems to work fine, but I noticed that the image or rendering is messed up now.When I start the app the image is unstable for a couple of seconds. The scene bounces around and then finally settles.And I also have a ghost image of the environment that's moving when I move my head. It's very vague, but noticeable.I don't know if it is directly related to the movement SDK or that some settings in the background have been changed without notifying the user. But the last version before installing the Movement SDK definitely does not have the ghost image nor the bouncing around.When looking at the differences (I luckily had an old instance of the whole project) I noticed that in my previous version Scene support was set to none in the OVRManager, whereas in the current version it seems to be set to required by default. Also Anchor support was activated by default where in my previous version is was disable
Hiya,I am trying to check if the user is currently in a Party ie a group call through the People app. I think I should be able to use Parties.GetCurrent, but I get error messages likeDeserializeObjectInner Party failure: Root field current_party not object: {“id”:“6609608349982347”}Does anyone have an idea how to get around this?Thanks, Bas
Hello Meta Support,I am facing a recurring issue when trying to assign permissions to users in my Meta app. The error message states:"Cannot change current app access until this user completes developer registration."Here are the details:App Name(s): A2AApp ID(s): 204878952577374Owned By: Access to ArabiaIssue Description:All users involved in this issue have already completed the developer registration process and are admins in their own apps.The error persists across all users, not just specific individuals.I attempted to create a new app and assign permissions to the same users, but the same error appeared.This issue prevents me from assigning necessary permissions to users, impacting our ability to manage the apps effectively.Steps Taken to Resolve the Issue:Verified that all affected users completed the developer registration process.Confirmed that users have admin roles in their own apps.Tried creating a new app and assigning permissions to previously registered admins.Ensured th
Device : Meta Quest ProEngine : Unity Editor 2022.3.9f1Meta SDK version : 68.0.2After i create an spatial anchor, the following log alerts are repeated.[CT] Anchor:SlamAnchorMemoryOSSDKClient: Skipping invalid anchorHandle when attempting to cache AnchorStates And destroying the space anchor also causes the following log errors.[CT] SP:AF:AnchorRegistry: Failed to find handle X in map
I need to edit the joints of my Meta Avatar. The players avatars arm positioning and legs don't move naturally. It makes the players arm rotate but it looks little awkward for the player. Anyone know how to help with this?
https://developers.meta.com/horizon/documentation/unity/meta-avatars-editor-integrationThis page describes how to open the avatar editor in v29. It wants me to do runAvatarEditorDeeplink.LaunchAvatarEditor();As shown in the example file 'Avatar2/Example/Common/Scripts/OpenAvatarEditor.cs' But for me that file just doesn't exist. I have the v29 avatars integrated. They are visible in the editor, visible in the build and using the avatar from my headset. I even have all the sample scenes available. But I have no file called OpenAvatarEditor in either assets or packages. AvatarEditorDeeplink doesn't exist in my current context so I can't call LaunchAvatarEditor. Where are these files that I am missing for some reason???This code below opens the old avatar menu in the app, but how to open the new one? if (OvrPlatformInit.status != OvrPlatformInitStatus.Succeeded){Debug.LogError("OvrPlatform not initialized, cannot open avatar menu.");m_menuParentObject.SetActive(true)
I am a junior developer and I have made a VR game using Unity which is now uploaded to the store. Now, I want to upload some DLC. I am currently in the testing phase and I have uploaded several test files through the CLI. By reading the developer documentation I know can be through the Platform. The AssetFile. GetList this API to get all the DLC asset file information, but can be by assetID to download.There was no problem with this step.But every time I upload a new APP versions would be on existing DLC files to generate an ID, and through the Platform. AssetFile. GetList will access to multiple identical DLC asset information, they are just different ID.I know that the DLC purchased by the current user can be obtained from IAP.GetViewerPurchases() and that PurchaseList will be obtained, Elements also have ID in the list but this ID with Platform. AssetFile. GetList() get DLC asset ID no. So how do I download the corresponding DLC through the purchase information
I'm looking for answers! What feature that does the sdk movement avatar index finger doesn't through past the UI button? I'm dont found any thing about it in their documentation.
Hello,I have a problem with MR development in Unity, I cannot find a way to enable passthrough, all I see is black surroundings.Unity gave a clue as to why it is happening:However in Meta Quest Link:I would like to know how to enable passthrough in my app. I am using Meta Quest Link to test my app without building it to the headset but rather test it in the play mode.I am using Unity 6Meta XR All-in-One SDK v71.0.0Meta Quest Link App Version 72.0.0.500.353 (72.0.0.500.353)I followed this tutorial link
Dear Support Team,I am writing to report a persistent issue with FPS drops in my Unity VR application, which I have been unable to resolve despite extensive troubleshooting and optimization efforts.The problem occurs as follows:When testing the application in the Unity Profiler, the performance metrics indicate that everything is functioning optimally.However, after building the APK and analyzing it using Meta Performance Analyzer, the application shows consistent FPS drops, with the performance deteriorating significantly.Steps I have taken to troubleshoot the issue:I have optimized the project by reducing graphics settings (lower texture resolutions, no shadows, etc.), limiting physics calculations, and optimizing assets like textures, meshes, and audio.I tested the build using Unity’s default VR template without making any modifications. Surprisingly, the FPS drops occur even in this default setup.This suggests that the problem may not be related to my specific project settings but
I am a student learner. I have Imported Meta all-in-one SDK and Meta XR Simulator in my unity project, however when I press play, it doesn't work. Here are the pictures below. I would appreciate it if anyone could help me.
Hi everyone, does anyone know if there is a way to link the oculus left controller's menu button to my own custom input? (Screenshot attached to show what the menu button i am refering to)For example, when i tap the menu button, my own custom Unity events will be triggered. I couldn't find any documentation on it.
Hello, i'm developing an application on Unity 2022.3.40f1 and trying to get it in the Oculus Quest 3. Everything works except that everytime i choose the Meta Quest Touch Pro Controller interaction profile in the OpenXR management profile, the app is built with the quest 2 controller. I have tried using the meta Oculux XR plugin as well but it also shows up with a different default controller model. I already set my target device as Quest 3 specifically as wellDoes anyone have a solution to this? Thanks in advance!!
Please my dear developer's in this forum how can I be earning on this platform
Hello, I am developing a school project using Unity 6 and "Oculus Rift S". I created the basis of the project by transferring interactive objects from sample scenes to my scene. Everything works correctly in play mode. However, when I build the project, the hands are not visible and I cannot interact with objects (All of these work correctly in play mode). Also, the controllers are visible but disappear when I press a button. I checked all possible settings. I tried to benefit from all possible resources on the internet. But I could not succeed. Is there an expert who can give me advice on this subject?
Hey all, I'm trying to make a custom hand pose to trigger a distance grab. Essentially, I made a star wars like hand pose that requires you to cup you hands and extend your arm forward to activate "the force". Out of the box, the distance hand grab building block functionality would be perfect and simple to use for this situation. However, as far as I can tell, its not possible to customize what grab types trigger the distance grab. It only seems to support the pinch and palm grab gesture. Does anyone know of a workaround for this?
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