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Hey,I have one rigidbody object in each hand. The collision works when I let them go. However, when I grab them both and touch them together, the collision does not seem to work.I am using the Grab Interaction building block from the Meta All In One Unity package.Is there a way to trigger the collision even though the objects are held in my hand?Thanks!
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I'm trying to use the Meta XR Simulator to test multiplayer in my mixed reality game using two instances of the Unity editor.When enabling the simulator and clicking play for the first time, it starts correctly and I can move in the scene using my keyboard and mouse. After a moment (I think when I try clicking in the editor or another window), the simulator interface becomes unresponsive, but I can strangely still control the virtual rig as I see it move in the editor scene view.Seeing this, I stop play mode and try to run it again, but despite the virtual room server seeming to launch correctly, the simulator itself doesn't open. No matter how many times I try to reset play mode, it no longer opens like the first time. Closing the editor and relaunching it is the only way to fix it but it sill breaks after the first time.I don't want to restart the editor every time I need to go in play mode. Is there a solution for this?
When the player hands are not visible, the character skeleton dismount like a pile of bones.
Does anyone know how I can enable the feature so that the sdk movement avatar index finger does not through past the UI button?
Hi, I use the SDK for developping a small app on Quest 2. I would like to "highlight", for instance by changing color, the object when the hand or the controller gets close to it (hovering on it is ok).I found in the prefab samples "Touch Grab Examples" that the cubes use the "Material Property Block Editor" and the "Interactable Color Visual" components, but I face 2 issues:1- the "Interactable Color Visual" asks to define colors for Normal, Hover and Select states. It works for Hovering and Select, but how can I keep the original material when we're not Hovering or Selecting ? Currently, when I reproduce the Example, my object is always looking white as defined in the "Normal" state (if change it to pink ,it would always appear pink). Even if I go to color selector and play with transparency, it remains opaque and using that color. How to avoid applying this "Normal" color to my object and only change the look when I hover or select ? 2- I want my app to work with either Ha
When it freezes, the GPU goes to level 5 but the screen remains unchanged. The profiler shows Gfx.WaitForRenderThread in the main thread, and XR.Display.PopulateNextFrameDesc.In the logcat, it shows ApplySystemModes, gpu changed from 3 to 5After 5 ~ 10 seconds, GPU changes back to 3 and become normal. it happens randomly with a small scene, with only a few textures, no special shaders. (a prototype scene with probuilder meshes/cubes)I tried the same build on Oculus 2, it's fine.When I turn off GPU resident drawer, it's also fine with Oculus 3 (3S).The rendering path is Forward+, the difference is turning on/off GPU resident drawer.Is any one encoutering this?
I was using OVR Lip Sync in Unity for VRC characters and it has suddenly stopped working.Nothing I do gets it to work again. I managed to see it working in an older project I had but updating the project has made it also stop working. There is an incompatibility somewhere and I cannot for the life of my sus out what the hell it is. Rolling multiple updates back and reinstalling the plugin has done nothing to sort it.Has anyone else encountered this plug in suddenly stop working?
Having a weird issue with the new SDK. Just downloaded + installed it in a fresh unity project. Trying to test it out in the simplest scene possible using Building Blocks (see image)Followed the Getting Started setup documentation for sdk, xr plugin management, project setup tool, etc: https://developers.meta.com/horizon/documentation/unity/unity-project-setupNot sure if a known issue with the new SDK? Seems to work with 69.0.1Details:MacOS Sequoia 15.1.1 - Macbook Pro M2 MaxUnity 6 6000.0.28f1 - Apple SiliconQuest 3 HeadsetResult: Red Outstanding Issue in Project Setup Tool related to OpenXR Plugin (don't think I'm using this - is this a new requirement?)App hangs on headset, all black, no passthroughExpected: Mixed Reality Passthrough on Headset with grab cube using building blocks
I am making a VR app using the lastest meta avatar sdk (v33) and I want to integrate the avatar editor into the app as described at this link meta-avatars-editor-integration As mentioned, I should just add this line of code to implement the feature:// Source:OpenAvatarEditor.cs public class OpenAvatarEditor : MonoBehaviour { void Update() { // Button Press if (OVRInput.GetDown(OVRInput.Button.Start, OVRInput.Controller.LTouch | OVRInput.Controller.LHand)) { AvatarEditorDeeplink.LaunchAvatarEditor(); } } } Unfortunately, the class AvatarEditorDeeplink does not exist. I searched in every Oculus folder but there isn't.Therefore, I copied the code as shown in the example at Avatar2/Example/Common/Scripts/OpenAvatarEditor.cs but this launches the old avatar editor panel (24v) Did anyone succeed to find a solution?Thanks for any support
Hi everyone,I’m currently facing an issue with spawning avatars when using Custom Matchmaking in a project built on Photon Fusion using the Meta Building Blocks. Specifically, avatars fail to spawn when a player creates or joins a room. I've spent a lot of time debugging and testing, but I still can't figure out what's wrong. Here are the details:SetupNetworking Framework: Photon FusionCustom Matchmaking: Implemented using the CustomMatchmaking Building Block.Avatar Spawning: Using the Networked Avatar building block, which is part of the Oculus Multiplayer Building Blocks package.ProblemWhen creating or joining a room:The avatars fail to spawn because _networkRunner in AvatarSpawnerFusion remains null.The _sceneLoaded flag in AvatarSpawnerFusion also remains false, which blocks the avatar spawning process.Debugging AttemptsHere’s what I’ve tried:Debug Logs: I added debug statements to check the status of _networkRunner, _sceneLoaded, and _entitlementCompleted. Within the&nbs
Seeing as the PointerPose ray for hand tracking is very smooth, it would be useful for development time-saving to use it with our own UI systems (handling our own raycast physics collisions). However it seems to be locked into Interaction SDK's UI system and only easily taps into raycast hits on Meta interactables. Is anyone aware of a way to take advantage of this feature while sticking to their own systems? Thanks
I am currently setting up building blocks on a Unity project using Photon/Fusion, on both a Quest 3 and a Quest 2.Despite the few available tutorials that all seem to work, I can't manage to add the 'Mesh Effect' to a scene with colocation. The session is successfully joined automatically, we can hear each other, and the test cubes move in real-time. However, each device loads its own mesh instead of sharing it, and the meshes (usually the one from the second headset to join) end up drifting away from the actual walls.I've tried multiple Unity versions, mainly 2022.3.X and 2023.X, as well as several versions of the Meta All-In-One package after reading on this forum that version 64 was more stable. Still, I can't seem to achieve anything clean.Am I the only one facing this issue? Is there a way to fix it ?
i want to auto teleport to TeleportInteractable after an event or some logic in my game .i do't want the user to point to TeleportInteractable with the controller to move to it .is there something available like that ?
My issue is, this works fine in unity with a 'test user' but when i try to simply call 2 functions 'initialize' and 'write to leaderboard' i keep getting this error. 2025/01/02 18:42:35.280 17035 17410 Info OVRPlatform [CurlHttpClient] Executing HTTP request: https://graph.oculus.com//v1.20/leaderboard_submit_entry2025/01/02 18:42:35.281 17035 17408 Info OVRPlatform [HttpRequest] Request 'leaderboard_submit_entry' (id: 120) failed: Could not resolve host: graph.oculus.com Couldn't resolve host name, code: 3, http_code: -1 What is this trying to tell me? and what are the possible causes for this.Bearing in mind again, this works fine if im using the 'test user' route that ive setup on the dashboard... If i try and do it with a build, i get this... I also dont see anywhere in the documentation where it explains how i can further drill down into the callback and i've tried to parse all of the fields given in the 'message' but they appear to ju
Hi, I'm developing a Unity game, and I'm currently using the Meta Quest 3.I'm trying to use both the hand tracking and controller tracking simultaneously, even when the controller is not in your hand.I have been able to make the controller tracking and hand tracking happen simultaneously when you're holding the controller (so that you see both the controllers and your hands). However, when you put the controller down, it disappears almost immediately. I need the controller to stay active and visible, while als showing the hand tracking.How can I make that happen? Thanks in advance.P.S. Alternatively, it's fine if I briefly need to switch to controller only, as long as I can get the position of a controller that is NOT in your hand.
I've come across a very baffling issue where my VR game has performance issues on Quest 3 but runs perfectly smoothly on Quest 2. On Quest 3, the first 5 seconds of startup are unbearably laggy before it stabilizes. I was initially on Unity 2022.3.1f1 and my Oculus XR Plugin version was 4.0.0, which was supposedly the latest version in my package manager. I looked into the Oculus plugin patch notes, saw there was a 4.3.0 version, and realized that there wasn't even dedicated Quest 3 support for 4.0.0. I upgraded to both Unity 2022.3.16f1 and upgraded my Oculus XR Plugin version to 4.3.0 which helped reduce the dropped frames on startup for Quest 3, but it's still there. I think this has to be a plugin/unity issue because my Quest 2 build is working perfectly fine.
Hi everybody,I am designing a game where players actually move through space to collect targets. If they get too close to the Quest boundary I want to track that in Unity and trigger some behaviour. My code looks like this: using unibi.homingtask.logistics; using UnityEngine; namespace unibi.vnt.guidance { public class OutOfBoundsChecker : MonoBehaviour { [SerializeField] private TrialDataManager trialDataManager; [SerializeField] private PlayerManager playerManager; [SerializeField] private Camera playerCamera; [SerializeField] private AudioManager audioManager; private OVRBoundary boundary; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { boundary = new OVRBoundary(); } // Update is called once per frame void Update() { checkOutOfBounds(); //if (Input.GetKeyDown(KeyCode
We are looking for a way to know which release channel (ALPHA / BETA / etc.) a user is currently on when opening the game.We can attain the version and BC, but as the same build may be available on multiple channels (and will be working through ALPHA -> CANDIDATE -> RELEASE), it's not possible/viable for us to bake the information into the build itself.In effect, what I'm looking for would be something like `Application.GetReleaseChannel()`. I cannot find anything like this.Thank you!
Hi,I've been working on a bash script that deploys to the app lab using the ovr-platform-tool.exe, the idea is to hook it up in my build automation machine and for specific targets (like a release) deploy it automatically from Unity Cloud Build to the App Lab.I referenced a lot of the code provided in the Unity SDK, particularly the content of OVRPlatformTool.csI'm getting a server side error: [error] ERROR: An unexpected error occurred [error] 2024-02-24T03:02:04.219Z [ERROR] Server log: {"app_id":6906526809465140,"client":"COMMAND_LINE","log_level":"ERROR","event_name":"UNEXPECTED_ERROR","stack_trace":"TypeError: Cannot read properties of undefined (reading 'eventStart')\n at y (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\n at Function.from (<anonymous>)\n at Object.genUploadChunksConcurrently (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util
Has anyone gotten OVRBody to work with the Meta XR Simulator?I'm running a project with https://github.com/oculus-samples/Unity-Movement to control a mixamo skeleton with full body trackingthe workflow is I drag the skeleton into my project, then go to GameObject -> Movement samples -> Body tracking -> Animation rigging retargeting (full body) (constraints)This works fine when i run using my quest, but when i try to use the meta xr simulator the model just sits in the default state and i get these messages[OVRBody] Failed to start body tracking with joint set FullBody.UnityEngine.Debug:LogWarning (object)OVRBody:StartBodyTracking () (at ./Library/PackageCache/com.meta.xr.sdk.core@65.0.0/Scripts/Movement/OVRBody.cs:124)OVRBody:OnEnable () (at ./Library/PackageCache/com.meta.xr.sdk.core@65.0.0/Scripts/Movement/OVRBody.cs:93)[OVRPlugin] [xrEndFrame] `bundle_->device()->CreateTexture2D(&desc, nullptr, texture.ReleaseAndGetAddressOf())` returns error. result: 0X
I was trying to upload my vr game to MQDH, I import the apk with no errors but after a while the upload output says API error when I have the correct api that’s needed which is api 32.
Hi, I need to handGrab objects that are close to each other, nearly overlapping ...So I thought about using poke interactor to select precisely the object, and then to handGrab it.Index finger can be used to select object from behind, and then to add thumb finger to grab it! I was looking at SecondaryInteractorFilter, but didn't succeeded.I put PokeInteractable as Primary, and handGrab as secondary with select required.Poke is working fine, I can hover and select object, but when I want to use my thumb as grab it does not work.Any idea how can I solved this?
[Video Link] I’m developing my first PCVR with Quest3.I’m at the end of the build and I have a question.As you can see in the video, there are a few things that are different when I run the build file than when I run it in the editor.the VFX graphs don’t look rightshader graphs are displaying weirdlytextures are brokenthe coin sound was outputting in a choppy manner.When I built the game, I encountered the above issues.It’s strange that the rest of the game was built without any problems,but I really want to fix the problematic parts.I was wondering if anyone knows about these issues or can help me out.**Build environment information: Ryzen 8700G, RTX 4070S, Windows 11, Unity 6000.0.32f1, OpenXR, Windows build(Intel 64-bit, both Build and Clean Build experience the same issue)
I tried using the DebugMember attribute on an enum flag but it did not display its value. Is there a list somewhere of compatible types ?
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