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I am following a tutorial on VoiceSDK and facing a NullReferenceException when I am running it. I am running this on Mac and in Unity 6. I am using wit.ai as in the tutorial and haven't changed anything.
Hello, I am currently using Meta Interaction SDK v66 for a hand tracking based VR project in Unity.I have read that there are significant improvements to hand tracking in the newest Quest Update v72 and I was wondering if my app has to be above a certain Interaction SDK version to benefit from these improvements.
Hello!Is there capability with the Meta SDK to determine which camera is cast to TV when using the Quest headset cast feature?I have a local multiplayer game I'm porting to quest, and if I were able to cast a different game camera than the VR POV, it would go a long way towards increasing accessibility for the game.I've tried building out the app to the Quest with the conventional setup of having the VR cam render under the Third Person cam so that the VR cam is displayed on the headset while the third person cam is displayed on the monitor (when running in editor or windows). But when this setup is run on quest, the casting feature seems to only grab the POV cam.Thanks for any tips!
I am making a VR app using the lastest meta avatar sdk (v31) 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. Did anyone have the same problem?Thanks for any support
Hey there,I have a game on AppLab built with Unity that was initially released about a year ago. Recently I've been trying to upload an update with minor fixes using MQDH but all I get is an "Upload Failed" message with the text "The build you were trying to upload has failed. Build Upload Error - an error has occured for app id: 4879[...]".I CAN just sideload the apk via the "Device Manager" tab of MQDH and everything works fine on my Quest 2, which makes me think that the apk itself is okay. Plus, the error is exactly the same when I disconnect from the internet before trying the upload, so my guess is that the apk fails some internal check *before* it is sent to the server, but unfortunately, the error message is not very informative as to where the problem is located. I only remember changing the Minimum API level and the Build Name and Build Code in Unity, everything else is pretty much the same as with the version I uploaded a year ago without problems. I have tried multiple
I'm looking for a way to turn on and off body tracking and change the fidelity via script. Right now I don't see any method using the OVRManager that let's me interact with these. I would like the user to be able to turn these on and off depending on the situation (don't want the full body processing to be wasted when they don't need it).Thanks.
After upgrading my project to the All in one Meta SDK version 71.0.0 I get this compile error message:Unable to import newly created asset : Assets/Resources/OculusRuntimeSettings.assetUnityEngine.StackTraceUtility:ExtractStackTrace ()OVRRuntimeAssetsBase:LoadAsset<OVRRuntimeSettings> (OVRRuntimeSettings&,string,System.Action`1<OVRRuntimeSettings>) (at ./Library/PackageCache/com.meta.xr.sdk.core@71.0.0/Scripts/Util/OVRRuntimeAssetsBase.cs:85)OVRRuntimeSettings:GetRuntimeSettings () (at ./Library/PackageCache/com.meta.xr.sdk.core@71.0.0/Scripts/OVRRuntimeSettings.cs:167)Oculus.Interaction.OVR.Editor.ProjectSetupTasks:CheckHandSkeletonVersion () (at ./Library/PackageCache/com.meta.xr.sdk.interaction.ovr@71.0.0/Editor/ProjectSetupTasks.cs:49)Oculus.Interaction.OVR.Editor.ProjectSetupTasks:.cctor () (at ./Library/PackageCache/com.meta.xr.sdk.interaction.ovr@71.0.0/Editor/ProjectSetupTasks.cs:32)UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes (System.Type[])Ca
I'm encountering multiple errors while working with Meta Audio SDK's acoustic features:1. Acoustic Mesh Baking:- Status: Working correctly- MetaXRAcousticGeometry bakes successfully2. Acoustic Map Baking:- Error: "Precomputation failed, result = 2000"- This occurs during the MetaXRAcousticMap baking process3. Runtime:- Error: "Internal error: invalid Acoustic Map handle"- This appears when trying to run the scene with MetaXRAcousticMapSteps to Reproduce:1. Set up scene with Meta Audio SDK components2. Bake Acoustic Geometry (works fine)3. Attempt to bake MetaXRAcousticMap4. Run the sceneMy Environment:- Unity Version: 2022.3.53f1- Platforms: SteamVR and Meta- SDK: Meta Audio SDK 71.0.0Has anyone encountered these errors or know how to resolve them? Any assistance would be greatlyappreciated.
I’m located in the U.S. East region and noticed that v72 is not yet available for me. I wanted to confirm whether this delay might affect my development process. Thank you for your guidance.
Hello, I'm the developer of Home Detective, out on the Quest Store.I recently made an app update, it seemed to go through smoothly, but a couple of days later I got an email saying I had a VRC failure - VRC.Quest.Functional.4, "must not lose the user's data".I checked my app and it seems to be saving ok. It's true that it replays the intro if you don't complete level 1 - this is by design (level 1 is short and functions like a tutorial).I was wondering if the VRC failure might have something to do with Cloud Saves, so I uninstalled the app and actually, upon restoring, I got an old save back and I lost some progress. But this appears to be a bug in Cloud Saves, rather than my app. I made sure that my Save.json file (inside android/data/<bundleid>/files) was being updated by the app, and made a Cloud Backup manually in the Quest UI. But when uninstalling and reinstalling my app, I get an old Save.json back (from weeks ago).I can get it back to a functioning state by viewing the Cl
They just don't show when I play the scene, even the new project just create.Console:
I am submitting a fully MR only app to Meta Quest store early access and I am getting rejection due to the app failing VRC.Quest.Functional.9 : The user's forward orientation is not reset when the Oculus Home button is long-pressed.I have selected the tracking origin to be Floor and enable Allowed Recenter on OVR Manager, yet I am still getting this rejection. Also, I feel that this should be an requirement for a fully MR app since all the objects in the scene are tracked to user's space and should be change or be recentered. Anyone know what do I need to do to fulfil the requirement?For more context, I am using MRUK to detect user's space.
HI all.Currently, dynamic occlusion using the Depth API requires replacing the shaders of all objects to be occluded, which is very time-consuming when there are many shaders.I believe that the same functionality can be achieved without replacing shaders by using depth images obtained from EnvironmentDepthManager.cs and post-effects to prevent pixels with depth values above a certain distance from being drawn.Can you tell me how this can be achieved or give us similar examples?
When I grab an object using OVR hands it does not collide anymore with any other collider, however when I release it, it collides. I want to know if I can make that object collide with other objects while being grabbed. For example, I want to grab a marker and write on a whiteboard within my scene. The board could be a cube with box collider.
Hi, I am looking to get the battery level for the touch controllers on a Quest 1 or 2 from Unity. I am calling byte LBattery = OVRInput.GetControllerBatteryPercentRemaining(OVRInput.Controller.LTouch);and same with RTouch.but I only seem to get 0. Has anyone else gotten this to work, and if so, what am I doing incorrect?
I'm running the Gaia Archive advanced search page from a Quest 3 browser window. After executing a successful query, there is the option to download the query results as a .csv file. It currently downloads to the Quests Download folder. From inside by Unity app I browse to the Download folder but it show as empty. I've adjusted the AndroidManifest, add the runtime HasUserAuthorizedPermission logic but without success. Any suggestions, or an example, of the right way to accomplish this. Thanks
Hello fellow developers,I’m working on a unique VR project called "V-Revolution," which combines real-world environments and virtual spaces. The goal is to use AR markers for precise tracking of objects and alignment between physical and virtual spaces. This is critical for our project, as players interact with real-world objects that correspond to virtual ones.We are developing the project using Unity version 6000.0.29f1 and Meta Quest 3 with the latest Meta XR SDK (version 71.0.0). However, we’re facing a challenge: we need access to camera data for AR marker detection using OpenCV. We don’t intend to display the real-world image to players; the camera feed would only be used for tracking AR markers in the background.Unfortunately, the current SDK doesn’t seem to support this functionality. Does anyone know of alternative solutions or workarounds to achieve AR marker tracking on Meta Quest 3?Any advice or suggestions would be greatly appreciated. Thank you!Best regards,Mikhail
Hi there. I just cant seam to figure, how i can ensure, that my virtual content is always aligned with the real world scenario. after restarts the orientation of the generated room is sometimes different and sometimes not.I tried:Reducing the room index in the mruk to 0enable world lockingparenting all virtual geo to the tracking spaceIts all on PC VR in unity
I would like to know what release channel the running build is currently in. There are certain features that beta / release have and I'd like to programmatically know which release channel the user/build is currently in.
I have several Errors. So I can't start the LobbyScene.1. Failed to initialize Insight Passthrough. 2. [OVRSceneManager] xrDiscoverSpacesMETA failed with error FailureUnsupported.3. [OVRSceneManager] Unable to query for rooms.Additional I have got an outstanding Recommended fix:When using contextual passthrough it's recommended to disable Show Splash Sreen. I can't disable this because I have an Personal Version of Unity.I am grateful for help.
I am developing a driving simulation in Unity with an autonomous vehicle where players have the possibility to steer with a Thrustmaster steering wheel while wearing the VR Headset (Quest3) When this steering input is detected I want my hands in VR to grab the steering wheel, at the moment the position is off because the real steering wheel is smallerI tried hand poses and setting the position of the hands but they jump between the steering wheel and the tracked position.I also tried snap interactions but as I understand they only work snapping an object to the hands like a distance grab Is there a way to control the hand position at times where there is steering input so the hands appear to be grabbing the steering wheel in VR? Thanks for reading and potential ideas.
Hi,On a new project, tried on Unity 2021.3.43 and 2022.3.41 .I install Meta XR All-in-One SDK v68.I do all the project setup.I download the samples scenes.But when i want to launch one (TouchGrabExamples for exemple). I always have the error :DllNotFoundException: InteractionSdk assembly:<unknown assembly> type:<unknown type> member:(null) Oculus.Interaction.Input.Filter.HandFilter.Awake () (at Library/PackageCache/com.meta.xr.sdk.interaction@68.0.0/Runtime/Scripts/Input/Hands/DataModifiers/HandFilter.cs:144) I have looked for hours for a solution to this problem. I have found a lot of forum posts talking about this error but no fix.What can I do to fix this error ? Thank you in advance !
I am using OpenXR, Unity, and quest 2. I have implemented a pause unpause feature by listening to the userPresence action. Examining the logs I see a "presence gained" when the app starts, then after the OpenXR diagnostic logs I see "presence lost" but I have not taken off the headset. And when I do actually take the headset off, I do not see anything. I have to put it back on, which shows "presence gained", and then back off again to see the "presence lost" log. So effectively my app is not pausing on first time I remove the headset but is on subsquent removals. The only thing I see in the logs for my first removal of the headset is "[XR] [478100994288] [11:19:33.528][Verbose] Ignoring event type 1000075000 Do you have any information on how to solve this?
I have "Best Select Interactor Group" with two "RayInteractors": one for Grip Button, one for Trigger Button. In UI (flat, but if it makes a difference, I could use curved) I want to be able to trigger OnClick event on standard buttons only with Trigger Button, but also in the "Scroll View" I want to scroll only with the Grip Button (no scrollbars). Is there any elegant solution please?
Hello together👋,I’ve been interning at Bosch where I created a toolkit to enable image detection on MR Headsets without main camera access like the quest 3 to enable things preciously not possible, like MR indoor navigation, colocation to mobile AR via smartphones as well as a surface detection replacement for quick marker less allignment to for example tables (to have for example all shadows line up correctly). Mechanism takes 3-10 seconds before allignment is finished, has regular image detection accuracy and works both for handtracking as well as controllers with no additional hardware required (also no jailbreaking and no performance cost after setup). We originally planned to publish it as a open source Unity Toolkit with a short accompanying Paper but with the recent news of Meta opening up main camera access next year, rendering custom solutions unnecessary I wanted to get get feedback if you think we’ll get image detection next year (see the long delay on avatar legs) an
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