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I’m working on setting up ray-based interaction at runtime using the Oculus Interaction SDK, but I’m encountering a NullReferenceException in the following line of my code: _interactableUnityEventWrapper.WhenHover.AddListener(Hover); Here’s the script I’m using: using Oculus.Interaction; using Oculus.Interaction.Surfaces; using UnityEngine; public class RayInteractionSetup : MonoBehaviour { Collider _meshCollider; ColliderSurface _colliderSurface; RayInteractable _rayInteractable; InteractableUnityEventWrapper _interactableUnityEventWrapper; private void Start() { _meshCollider = gameObject.AddComponent<BoxCollider>(); _colliderSurface = gameObject.AddComponent<ColliderSurface>(); _colliderSurface.InjectCollider(_meshCollider); _rayInteractable = gameObject.AddComponent<RayInteractable>(); _rayInteractable.InjectSurface(_col
(NOT a duplicate post)Someone else posted the same issue on the meta community "get help" forum. The user said he thinks installing "Vive business streaming software" caused the issue to manifest, but I do not / never have installed that, so I believe there is a deeper underlying issue here.Trying to run the MR samples via Link results in this error, and the room scene / objects aren't materializing at all. The PassthroughRelighting demo character immediately falls through the world if you move him at all.(yes, I set up the room scene before starting link)[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11831 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)UnityEngine.Debug:LogWarning (object)OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at ./Library/PackageCache/com.meta.xr
Since you, MetaStoreHelp, are clearly ignoring my post in the Unity VR Developer forum and my direct messages as well, I will ask this here again:I want to use the Room-Setup feature from the Quest 3 in Unity in Mixed Reality.I get an error for importing the transform-data for the gameobjects of the Quest 3-defined room in Unity. All of the walls and room objects are at (0,0,0) with no additional rotation and I get this error:[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11831 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)It seems to be an issue that is unique to my PC, but I can not figure out why and where the issue is.We tried the same scene and multiple other with the room model or the new MR Utility Kit in it, and we don't know what is different in my system.We already tried uninstalling a
Hi, I am getting spammed by the following error after I load my mixed reality scene (room) via the OVRSceneManager.cs[XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11311 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:318) The mixed Reality room seems to load fine (mostly), and I am able to localize all anchors, but logcat is being spammed by the error. Not sure it's related, but also getting this error often: AnchorManagerHelpers: The tracked root node uuids are different?! 0efe69dd-c03e-a729-a4b2-3108ac493f34 - 00000000-0000-0000-0000-000000000000 Any ideas how to get rid of the error, please? Thank you. Unity 2021.3.25f1, Oculus integration v56.0, OpenXR Plugin 1.7.0, Oculus XR Plugin 3.3.0Quest 2 and Quest Pro
Do the new Meta Avatars 2.0 not have IK legs? When I look down at my legs, they do not move when I physical move or use smooth locomotion. Using OpenXR as Oculus XR has a headlocked bug and the patch did not fix. I am on these versions: Unity 6000.0.25f1 and the Meta XR All-in-One SDK 69.0.1 with Meta Avatars SDK 31.0.0 and OpenXR Plugin 1.13.0.
Hi!I observe a body tracking (retargeting?) error when i start my App with a single controllers in hand. The tracking is very broken- it seems to alternate between two alternative skeletons, both of which aren't right (about 10cm off for the hand. Moving the right controller also seems to affect the left hand. Also, the head position is off. I made a video that shows the error (in reality, the flickering/alternation is way higher frequency (screen capturing doesnt quite get it): https://vr4more.com/videos/20241228-bodytrackingerror.mov .When i Pause/Resume the app (pressing the oculus button, then resume), the tracking is reinitialized and then OK (shown in the video). Everything goes well when i start with both controllers in hands, or with hand-tracking; but when i carry only one controller, it happens consistently.. I tried stopping/starting body tracking (OVRPlugin.StopBodyTracking() etc) before or after.I can reproduce this with a standard setup following the "Body Track
I am using the Meta Voice SDK and am having trouble building my project. I get the following errors (the first is the primary). Have others encountered this?An asset is marked with HideFlags.DontSave but is included in the build:Asset: 'Packages/com.meta.xr.sdk.voice/Lib/Wit.ai/Resources/witai.png'Asset name: witai(You are probably referencing internal Unity data in your build.)UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)Here's the second error:Assertion failed on expression: 'm_LockCount == 0'UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)And the third error:Building - Failed to write file: resources.assetsUnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)Does anyone know how to edit the HideFlags.DontSave (assuming that's the problem)? Or is there another way to address this?Thank you!
I am trying to set up my own custom matchmaking but no one's Avatars load or anything. I have several scenes that require this. Any help?
Hello,I’m new to Unity, and I wanted to create something for myself. I’ve managed to understand hand movement and reading out room data from the Meta system, and that’s working fine. So, I began testing the canvas functionality with hand motion, but it’s not working. I think I might have forgotten something. Can anyone check if I’ve implemented the canvas correctly?
In Unity, is there any way to get a specific joint information, via API/script without having to get that value directly from the Avatar/Armature's skeleton joint? In my case, I do not need a virtual representation for my player, but I still want to know their joint poses. Is the only way to get the joint pose information is to set up/map out an avatar, retarget the user's joints to it, and then removing that avatar from rendering (deactivate the "Geometry" game object), to hide it from the user's view? Also, it seems unnecessary (waste of processing and memory resources) to run the entire retargeting layer script (found on the sample's "ArmatureSkinningUpdateRetargetUserUpperBody" game object) if I don't need any of the joints retargeted and I only need specific joint information. I looked through the "Body Tracking for Movement SDK for Unity", "Movement SDK for Unity - Getting Started", Unity-Movement GitHub repository, and some YouTube tutorials on the topic (tutoria
Hi, I accidentally started to set up a personal metaquest 3 as a work account then realised my mistake. How do I stop/delete this so I can set up as a personal account?
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Hello, I am trying to make a rifle that can be grabbed by both controllers, and have defined grab sources for both. I was able to get it working for one grab source, but I couldn't figure out how to do it for two. I already tried adding another separate Grab Interactable onto the rifle, but that just broke the first one. I am using Meta SDK v71.0. Thanks for your help.
Hi there,I managed to split the content of my game into addressable groups that are build outside the APK (my apk is like 300Mo and each bundle is about 1-2Go). Currently I'm manually putting those files in /sdcard/Android/obb/<package name>/ for Quest, but I think the storeonly allow obb files right? Right now my addressables are built as xxxx.bundle. I would like to build them as xxxx.obb so that I can then upload them as expansion files on the store. Any idea on how to do that?Thank you
Hi! I am experiencing an issue where my scene crashes the instant it loads. I have a loading scene and a script in there that loads the main scene after 15 seconds. Here is the loading script in case it is causing any problems:using UnityEngine;using UnityEngine.SceneManagement; public class LoadingScreen : MonoBehaviour{ [SerializeField] private float delayBeforeLoading = 30f; [SerializeField] private string sceneNameToLoad; private float timeElapsed; private void Update() { timeElapsed += Time.deltaTime; if (timeElapsed > delayBeforeLoading) { SceneManager.LoadScene(sceneNameToLoad); } }}This script has worked before, and I am unsure why it now crashes the main scene.Thanks!
Hi everyone, I have an issue that I enabled simultaneous tracking for both controllers and hands, everything works an all, just the controller is stuck in the hand all the time. I'm using Unity version 2022.3.52f1 and the Meta XR All-In-One-SDK version 71.0.0.About the setup: both Controllers and the Hand Tracking have the Show State "Always" since I want them tracked and in the scene constantly. Under Camera Rig "Simultaneous Hands and Controllers" is ticked as well as more below "Launch simultaneous Hand and Controllers mode". Body Tracking is by the way NOT enabled.Now further about the problem, when I have my controller in the hand it shows hand and controller, which is fine of course, but when I let go of the controller the virtual controller snaps to the wrist of my tracked hand and the virtual controller doesn't track my real controller anymore. When I pick it up again, the controller is tracked like nothing happened. This is for both hands and I couldn't achieve the effect
Hi,I am a beginner developer trying to figure some things out. I want to make a virtual version of my room using the Meta Quest 3 scan technology and then load that room into unity. So that someone from somewhere else, can load up my room in their VR-Headset. I have watched a lot of videos on YT and read a few articles, but cant seem to find a way to do this. Would appreciate if someone could point me in the right direction 🙂
I followed the Tutorial and used the simulator, but the simulator is just blank, can anyone help? Supplement: It is now functioning normally after the update
hi:possiblely a little issue when using sdk in Linux-server build here"com.meta.xr.sdk.core": "68.0.3", OVRPlugin.cs line:5386public static bool GetActionStatePose(string actionName, out Posef result){#if OVRPLUGIN_UNSUPPORTED_PLATFORM pose = default(Posef); // Undeclared pose, should be result return false;#else
Hi, I've developed an app for Meta Quest 2 that uses hand tracking. The .apk was perfectly working, then the headset updated to version 71 and now the .apk crashes on launch.In editor it works perfectly fine.The logcat says "Unable to start Oculus XR Plugin.", but, again, it was working fine before the update.I'm using Unity version 2022.3.48f, Meta XR all-in-one sdk, Oculus XR plugin. OVR Camera Rig prefab from Meta XR Interactions example, OVR Manager set to Hands Only. I have tried updating Meta sdk to version 71, but nothing changes. I have tried creating a new project with empty scene, with the same settings and it doesn't work either. Also tried building an example scene from the Meta interactions sdk in this new project but even that crashes on launch. Any idea on what to try? Do I need to change Unity version?
Checking to make sure this is or isn't possible before I waste much more time on this.Does Quest 3 mixed reality support blend modes that affect the passthrough layer? I have materials set to "add" but they only add with other virtual objects in the scene, and not on the passthrough background. I usually rely on blend modes for my AR projects with effects like particles, rays of light, and shadows, so this is a really important and powerful part of making projects look immersive!Image below demonstrates the idea, materials set to add, they blend with each other, and an alpha fresnel which works fine, but they don't add onto the passthrough.
Hi everyone,I succeeded in saving new spatial anchors, sharing them to a group using the ShareAsync() method that takes a group UUID; and then loading them back on another headset. Pretty neat new feature!The problem is, I can't erase these anchors. I have tried calling the EraseAsync methods using all possible combinations of OVRSpatialAnchors and/or their UUID's. The methods actually return a 'Success' result and I can't load the anchors anymore in that specific app session, but the next time I run my app, I can again load back these anchors.The only thing I can think of is to start a new group everytime I want to remove an anchor (and then copy over the anchors I still need), but this seems really wasteful as well as an extra hassle to manage all the changing group id's. Is this really the intended way to manage group anchors or is there another way to erase anchors from a group?
Has anybody integrated the Vuforia sdk for augmented reality with the OVR camera warping in Unity?
Hello, I'm using the meta All in one SDK (including meta avatars v29). I want to integrate the meta avatar editor within my app. I'm following this documentation provided by meta https://developers.meta.com/horizon/documentation/unity/meta-avatars-editor-integration/ (SS attached)2nd Screenshot is of the sample script provided by meta for launching. I've also added in an entitlement check within my meta app but when I run the sample scene (provided by meta) after building it to my quest, , I get an error: " Failed Entitlement check 7 - user doesn't have app in library" and I think due to this reason the editor does not get launched within the app. I have added in the app key from the developer dashboard but still not working even though I'm using the same account on my quest as on my developer dashboard. Does anyone have experience integrating the avatar editor within their app? How did you make it work. 2nd Option: Is there a way
Hello guys. I can't find a way to check if an object is grabbed or not, a boolean that is true if it is grabbed and false if it is not. The attached image is the components that the object that I want that variable to have. I'm using Oculus sdk Integration in Unity 2020.3.10.Any help is appreciated. Thank you
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