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Hi,How do I manage disabling and enabling multiple world space canvases so the Ray interactions work properly, when the canvases are placed in front of each other?The UI canvases are default Unity world space canvases with ray interactions added with the quick actions described in this article: Add an Interaction with QuickActions | Oculus DevelopersThe problem is that I have two worldspace canvases with ray interactions placed in front of each other, kinda like in layers. When I disable the canvas gameobject in front, the interactor cursor hits the disabled (invisible canvas) and does not properly pass through to hit the second canvas (which it should do).How can I ensure the cursor interacts with the first active/visible canvas and does not get captured by disabled ones?
Hi there.I am quite a beginner and i am sitll trying to allocate the boundaries of this whole meta XR system.We are trying to get PCVR working in an HDRP scene with selected passthrough items like hands and other items.I managed to get passthrough running in an empty HDRP scene but i didnt manage to get the real hands or the AR window to work. Could someone please give me advice if thats even working or what I`ve gotta tweak?Thanks a lot 🙂
Hi all, I'm having a weird problem where I'm trying to call the Recenterfunction. So I am currently trying to develop on the rift, and then building on the Quest. However, I am facing a problem, when I call the recenter function on the rift, everything works perfectly and as intended. However, when I test it on the Quest, the function does not seem to work at all. Does anyone have the same thing? If it matters, I'm using Unity 2018.4.0f1 LTSThanks all!
At first we thought it was our project. I created a new project with just the Meta SDK and Samples. Build the Hands Sample and the Perf VRC 1 Frame Rate goes from 72 to 19 consistently every other second. Anyone ever ran into this?
Hi everyone,I’m having an issue with my multiplayer game using Netcode. When a player closes the game without properly disconnecting, and then reopens the game, they are unable to rejoin their previous room using the “Quick Join” functionality. Instead, it creates a new room. Here is my OnPause function to handle oculus quest close:private void OnApplicationPause(bool pause){if (pause){Lobbies.Instance.RemovePlayerAsync(currentLobby.Id, AuthenticationService.Instance.PlayerId);NetworkManager.Singleton.Shutdown();Debug.LogError($"Player {AuthenticationService.Instance.PlayerId} removed from lobby {currentLobby.Id}");if (NetworkManager.Singleton.IsHost){Lobbies.Instance.DeleteLobbyAsync(currentLobby.Id);}Debug.Log("Disconnected from lobby and network.");connectionState = ConnectionState.Disconnected;Application.Quit(); }}Any ideas
Now when I use the Meta Avatar building block. My avatar appears above the camera rig. How can I fix this? This happened all of a sudden after testing another build.
Currently my app can't running when tracking disabled. But i see that some apps an work when tracking disabled. I wonder how to do it? How to add ability to running app when tracking disabled?
I've enabled checkbox "Allow Optional 3DoF Head Tracking" in OVRManager Quest features. But my app still can't start when headtracking disabled (for example in low light room).I've checked manifest and i see that:<uses-feature android:name="android.hardware.vr.headtracking" android:required="false" android:version="1"/> How to add ability for app to work without headtracking? I see that many apps can work without headtracking but i can't understand how to do it. On this manual https://developers.meta.com/horizon/documentation/unity/unity-ovrcamerarig/#general i see that "Allow Optional 3DoF Head Tracking" must allow this.
Hello everyone,I want to use the meta Avatars as NPCs in my project.I would like to record the animation by playing out the actions and audio in headset, and save that to play on an NPC avatar. Unfortunately I can't find any documentation on how to do that.I would appreciate any help in this matter.
I updated Avatars SDK from 22 to 31, and then deleted old avatar samples and downloaded new avatar samples. Then I start getting this error immediately after launch only on Quest3 (no error on Quest2, it works well). Help please, I cant debug this because it is in SDK, but it only happens on Quest3.Error in GridSliceResizer.csNullReferenceException: Object reference not set to an instance of an objectMeta.XR.MRUtilityKit.GridSliceResizer.Awake () (at ./Library/PackageCache/com.meta.xr.mrutilitykit@69.0.1/Core/Scripts/GridSliceResizer.cs:180)UnityEngine.Object:Instantiate(GameObject, Transform)Meta.XR.MRUtilityKit.AnchorPrefabSpawner:SpawnPrefab(MRUKAnchor) (at ./Library/PackageCache/com.meta.xr.mrutilitykit@69.0.1/Core/Scripts/AnchorPrefabSpawner.cs:493)Meta.XR.MRUtilityKit.AnchorPrefabSpawner:SpawnPrefabsInternal(MRUKRoom) (at ./Library/PackageCache/com.meta.xr.mrutilitykit@69.0.1/Core/Scripts/AnchorPrefabSpawner.cs:467)Meta.XR.MRUtilityKit.AnchorPrefabSpawner:SpawnPrefabs(MRUKRo
Hello,I was trying to set up a Custom Manifest for my game in order to enable dual-core CPU mode and prefer CPU performance over GPU performance in my busy physics multiplayer game. (Boosting CPU and GPU Levels | Meta Horizon OS Developers)I try to keep the number of Oculus/Meta packages in my scene to a minimum because I'm building with OpenXR and plan to launch on Steam, so I used this updated documentation page to get me started with a well-written manifest. (Android Manifest Settings | Meta Horizon OS Developers)So here's what I ended up with. Building the game works, but when I put it on the headset, it fails to launch every time. I've had this problem the last time I tried using a custom Android manifest. What do I do?<?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.mycompany.myapplication" android:versionCode="1" android:
I was testing our app and started getting this error today, after transferring the app to other organizations.{"error":{"message":"Invalid OAuth 2.0 Access Token","type":"OCApiException","code":190,"error_data":[],"fbtrace_id":"xxxxxxxxx_xxxxxxx"}}The account has admin role in that organization, and also the quest3 with the main account of the organization stopped working with the same error.We haven't set any other info in the app besides the APP ID that remains the same.How can we refresh the access token?
So.. I have movement in VR via the OVRPlayerController. What I would like to do next is to "follow" a character in 3rd person. I can find lots of "how to's" in regard to 3rd person character animation and following etc using Cinemachine in Unity. What I can't find is the equivelant for doing the same thing for the Oculus - or do i just use Cinemachine?? Any links to suitable videos or instructions would be gratefully recieved.
I am working on implementing Spatial Anchors in my app. I used this tutorial: Meta Quest Spatial Anchors Tutorial In the tutorial he only shows how to spawn, save and load one prefab, but my app needs different prefabs. I have figured out how to spawn in different prefabs with a Spatial Anchor component, but the saving is the thing I can't figure out. I have tried to find other tutorials, but they all only save one prefab. Any ideas on how to do that or where to find more information on this?Thank you in advance. I can't put the scripts in because they are too long for this post.The scripts are on the Unity Discussion forum:Meta Spatial Anchors saving anchors
I was looking through the developer documentation for using boundary data (https://developer.oculus.com/documentation/unity/unity-ovrboundary/) and I noticed that the method mentioned for getting the geometry of the boundary's edge is deprecated. boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary) Specifically, the BoundaryType.OuterBoundary enum is considered deprecated. I imagine this means there is a more updated way of getting this information but the page doesn't seem to mention it. Any assistance with this would be great!
Hello,I am using SmtpClient which works well in the Editor for sending an email with attachments from the app. I am logging in to a Gmail account with 2FA and app password.var smtpClient = new SmtpClient("smtp.gmail.com", 587){ Credentials = new NetworkCredential(senderEmail, senderPassword), EnableSsl = true,};But when I build the app and run it on the device it won't work. I added a custom manifest with Android networking permissions. I have no idea what else could be blocking it, and if it can be easily solved. I know there are third party services but I prefer to go for the simple solution if possible.Sending an email from the app sound to me like a basic feature that should be simple. Anyone else encountered this problem?
Hello,I am trying to setup OVRBoundary in a way like SteamVR chaperone works. I can get the player rectangle and draw in on the floor. When the player starts the game, he is always in the centre of the virtual tracking space, but he can be in a different position in real-world tracking space.How can I get the real position and set the virtual position of the player according to real position and be like this?I can disable recenter, but the starting position will be always wrong when the player does not start on exact position and rotation. I will use real-world prop(hockey goal) and position the in-game. But when the virtual space is not matching real space it is impossible to do it.
I'm trying to track a Rift S headset using an OptiTrack system. The setup described here goes as expected (using passive markers, not the clip). The issue arises when starting a scene in Unity. The HMD is tracked properly but it is offset compared to other object. I can even see the optitrack markers one meter away from me through the headset. It seems like the headset is tracked by the included tracking system of the headset and that the optitrack data is ignored.I use Motive 2.1.1, and the OptiTrack OpenVR driver to stream headset data to SteamVR.Do you know a way to solve this issue or to superpose the Optitrack and Oculus frames of reference?
I am currently building a Unity Application for the Quest 2 that should include Avatars.I have setup everything in the project to make in run successfully in the Unity Editor aswell as the Meta XR Simulator.Only when I deploy the App to the Quest 2 though, no Avatar renders. I tried with the fallback Avatars aswell as loading the users Avatar after setting up all the Data Usage Permissions for the project, but regardless which Test Scene I use, no Avatar will show on the device. I updated the System Software to 71.0.I am currently using Unity 2022.3.52 with Avatar SDK 31.0 and Meta SDK 71.0. I tried downgrading to various older versions with no success already.Did anyone encounter this issue before or knows of any setting I am missing? I setup a fresh project already with only the two SDKs mentioned above.
I recently downloade the meta sdk packages for unity for XR development. I want to be able to access the meta package API from a new script to check boundary data by "OVRManager.boundary.GetGeometry();" - but I keep getting an error over OVRManager where unity says "OvrManager doesnt exist in current context.".I figured that I am missing a library namespace for my script, and the documents online invite me to add "using static Unity.XR.Oculus.Boundary" doesnt work and throws a red error under "XR"What might I be missing here?
Edit: my bad, I had the interaction essentials package installed, rather than the interaction package, which has the teleport building block 🙂 all works now I was excited to see the buildingsblocks. However, they are a pain so far.First of all, once you start using them, you are completely dependent on them. OK.Problems arise when I want to add something basic as teleportation, there is no easy way to do this, because I have to somehow add it to the Building Block Camera Rig. I can´t take a rig from another sample, because that is not a building block. Adding all the teleport components is a huge pain and undocumented AFAIK. I cant get it working anyway.PLease turn this also into a building block then. What VR game doesn´t use teleportation!? Not so many.Then the "Auto" Matchmaking and Networked avatar. It simply does not work. As a long term dev, I know multiplayer is very hard. But if you present something as "building blocks", without further details or info, then y
I have created a new Unity project. The goal was to create a passthrough project that runs exclusively on Windows PCs. The 3D objects should then be created based on the room data. In its final stage, the game will run on the PC, with the headset used for visualization! However, I encountered an issue that arises with multi-room data. If only one room is stored in the Meta Quest, the problem does not occur.The software I used:Unity 2022.3.53f1VS2022 Community EditionMeta XR All-in-One-SDKFor testing, I used the Blockbuilder function:OVRCameraRigSceneMesh ExperimentalMore information can be found in the images!Has anyone experienced the same issue or can reproduce it?
Hi there, Our new Unity game for Oculus Quest implements Oculus leaderboards using the Platform SDK from the Oculus Integration Unity asset, and it's been submitting and getting highscores just fine until now : we completed the data use checkup in the dev dashboard, and as for the Unity project the Oculus SDK is properly initialized, the user entitlement check passes, highscores are successfully submitted using Oculus.Platform.Leaderboards.WriteEntry(apiName, score, extraData), and leaderboards top and user-centered entries were successfully retrieved using Oculus.Platform.Leaderboards.GetEntries(apiName, 3, Oculus.Platform.LeaderboardFilterType.None, Oculus.Platform.LeaderboardStartAt.Top) and Oculus.Platform.Leaderboards.GetEntries(apiName, 3, Oculus.Platform.LeaderboardFilterType.None, Oculus.Platform.LeaderboardStartAt.CenteredOnViewer) for them to be displayed in game. Now that we are live on App Lab, we are experiencing issues in querying some of our leaderboard en
Hello everyone,I am an independent developer working with a client company to develop an application using the Meta Avatar SDK. At this stage, the app is strictly non-commercial and intended for internal use within the company as part of their research and development (R&D) efforts.We are planning to use the default avatars provided by the SDK and will not integrate login authentication to pull user-generated avatars at this stage.I have a few questions about the licensing terms:Is it permissible to use the default avatars in this non-commercial, internal context?Are there any specific restrictions or guidelines I should be aware of for this type of use?I would greatly appreciate any insights or official references to clarify this matter.Thank you in advance for your help!
I have my gun magazine (firearm).Gun has scale = 3.When I release a magazine - it became smaller. It's because parent now is null. and scale = 3 not inherited from parent and scale becase 1 again. I fixed that by use magazine.transform.SetParent(null, true); (true - its worldPositionStays) but when I grab this magazine by hand - it became small again. This is so stupid. How can I make model big and keep scale 1. (to avoid this sizechange?) if how can I scale it when grab? (I don't like this idea.. but..) p.s. maybe there is a way to resize whole object without changing it scale? resize somehow and make it big with scale 1 in UNITY. ?
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