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I'm making this MR option of my VR game... but I'm wondering, how can I acess the information about the environment brightness so I can match the lightning and brightness of my virtual objects to it. It should be a very essential task to make realistic looking MR games. Does anybod know? Thank you!
I'm looking at building a PCVR app for Quest 3 that outputs the app's audio to an array of 8 speakers. Does anyone know if this is possible?And if so, what options do I have to set it up? I'm looking to have the audio play such that it doesn't change as the user's head turns (so not spatial audio like in headset), but the audio is created from a certain speaker as if it actually occurred in that speaker's physical location.
I'm trying to use the TeleportTargetHandlerNavMesh component from the Locomotion example in order to allow teleporting only to valid points on the NavMesh. I have a NavMesh generated, but the targeting still only seems to want to work against colliders, not the NavMesh.Do I have to have colliders on everything for this targeting script to work, or is there a way to get it to work only using the NavMesh?
Meta Avatars is can't lightning by additional lights In Unity 6.0. Avatar SDK 31.0 Shader Configuration MetaStyle2. And Avatar shaders not support adaptive probe volume pipeline.I may be missing something. Please provide feedback.
Hi,Today after the update to SDK All-In-One 71.0.0, the Simulator did not show at all. When run manually and then enter Unity Editor Play mode, it shows a message on the attached screen - it seems it is running.Earlier, with version 69.0.0, I had a situation like in this post: Simulator Issue I also checked the Registry like in this post: Simulator Registry Can somebody advise how to fix the simulator?
Hello,I'm using Unity 2022.3.19f with the Quest 3 and hand tracking.I've created a menu using a canvas, and it works well. However, I’d like to replicate the same collision effect seen in Quest native menus—where the virtual finger "bends" upon colliding with the menu.If there's a sample or example available that demonstrates this effect, it would be greatly appreciated!Thank you!
Hi, I upgraded my project to Unity 6 and am using the v71 SDKs. I am using OVROverlayCanvas and whenever I have one active in a scene, it repeatedly gives me the following warning: [Warning] In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. Camera.Render() OVROverlayCanvas.RenderCamera() at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVROverlayCanvas.cs:512 510: else 511: { --> 512: _camera.Render(); 513: } OVROverlayCanvas.Update() at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVROverlayCanvas.cs:371 369: _hasRenderedFirstFrame = true; --> 371: RenderCamera(); 372: } Can you suggest a fix to stop this warning from occurring constantly? This did not happen in Unity 2022.3.
Hi,We encountered a problem when the user recenters the camera or removes the headset, some of our objects get scaled incorrectly.We are using Meta Quest3 Standalone for MR with Scene understandingUnity 2022.3.12f1META SDK V66we disabled the AllowRecenter checkbox but it is not working.when we recenter the view some of our gameobjects get Scaled and look Giant.is there a way to A)remove the Recenter B)Avoid the Recenter when the user removes the HeadsetB)Prevent our anchored content to go crazy. Thanks!
We have a case where we would like to start a Quest App via mobile phone.The Horizon App does this pretty much.As we distributed our "draft" to a TestUser, we were able to install it via phone, but it could only be launched on the Quest headset, not from the phone. On the phone, the button doesn’t change to "Launch" and remains as "Install" or "Purchased."Is this limitation specific to the "draft" version, or could there be other factors at play?
Has anyone explored checking if individual joints are visible and when they might not be from the sensory data / OVRPlugin?I'm trying to see on a per frame basis what joints are actually 'tracked' and 'visible' compared to which aren't in order to implement custom solutions IK / different tracking data. E.g. if joint isn't tracked, use this other sensor that has an estimate of it.In the retargetting sample they use the headsets field of view to guess which points might be visible and blend it with IK but I'm trying to see if i can get it at the raw data level.When looking at OVRPlugin, there are a few booleans like positionValid and positionTracked, but they always return True even in cases where I'm in say a T-Pose looking to my right, my left joints will show up as Valid and Tracked which can't be the case.
I am having a hard time with implementing in app purchases with the current Meta SDK there isn't any documentation detailing how to do that. Can somebody help with this?
Issue: Environment Depth API could not be retrieved. Passthrough is working. Expected behaviour: A cube with with a shader EnvironmentDepth/OcclusionLit should be occluded when placed behing a wall. No console error expected. Specs:Unity editor version: 2022.3.22f1 BiRPAll in One SDK version: 71.0.0Windows 11 HomeMeta Quest 3How to reproduce the issue:Start a project 2021.3.8f1 BiRPUpgrade the project to 2022.3.22f1 BiRPImport All in One SDK 71.0.0Use buiding block to do environment depth (or do it manually. Make sure to have OVR PassthroughLayer and Environment Depth Manager somewhere in the scene.)Play on Rift Link Tried trouble shooting:Restarting PCFollowing the occlusion documentationCheck Spatial Data feature is enabled in the Meta Quest Link AppNo issue with Project Setup ToolMake sure Graphics API is Vulkan Error messages:
I want to upload my .apk to the Dashboard, yet it always says:ERROR: Validation identified the following errors:APK is debuggable (android:debuggable in AndroidManifest.xml)I've tried multiple ways: Updated the Oculus Integration package to the latest version (27.0); (not sure why the previous version doesn't have the "Upload Debug Symbols" setting in OVR Platform Tool.)Added android:debuggable = "false" to the AndroidManifest.xml file created from "Oculus->Tools->Create store-compatible AndroidManifest.xml"; (not sure why this attribute is missing in the original file)Created a new Keystore;Change Minify-> Release to Proguard;The backend is Mono and the Debug Symbols Directory is "C:\Program Files\Unity\Hub\Editor\2019.4.11f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\mono\Release\Symbols\armeabi-v7a";Is there anything else I can do to upload the apk file successfully? Thanks in advance.
Hello all,after following the steps to upgrade the Meta Avatar SDK from v24 to v29 (https://developers.meta.com/horizon/documentation/unity/meta-avatars-upgrade-to-v24/) there are scripts missing in AvatarSdkManagerStyle2Meta. That happens when we upgrade the samples from v24 to v29.Anyone else had this issue and knows a solution to fix this?Thank you.Best RegardsKai
I now get this error when I try to build my app using the Meta Avatar 29.7.0 Shader error in 'Avatar/Meta': undeclared identifier 'computeIndirectSubsurfaceContributionSH' at /Users/rexga/Desktop/MetaQuest/SamplerX/Library/PackageCache/com.meta.xr.sdk.avatars@29.7.0/Scripts/Common/Shaders/Recommended/MetaAvatarCore.hlsl(1664) (on vulkan)
I'm so confused! I remove the package, and my system memory is back to normal, but as soon as I reinstall it, after ~5 minutes, my whole PC crashes because both my System and virtual memory are full. Does this happen to anyone else? Thanks!
Hi, I wanted to ask, I am using meta all in one SDK. When i use hand grab from building block and try to apply hand grab features on 3d model exported from outside the environment. When i attach building block script to the 3d model the Unity crashes.
Hi,I'm trying to use Building blocks, but it crash when I add Controller tracking.Environment;Unity 2022.3.14f1 LT. + Meta XR Core 60.0 + MacBook pro Max M3 SOnoma 14.1.2 I add the camera rig and click the select block in scene, and works,I add the Controller tracking and crash unity, and when I restart the block is assigned but not works.Any ideas?Alvaro
Hi! Im studying to get my bachelor of business- degree in Finland, and currently were doing a project where we need to make up a business and count all costs and outgoings. In this fake business we have bought two Meta Quest 3 VR glasses and purchased some games that will be available for people to come play in our business premises. In other words it will be a gaming hall of a sort. 1 hour of gaming will cost x amount of money (havent decided the cost yet) and our teacher told us to find out about licenses that we might need to use these games and the VR equipment in our fake business. I've tried to find out but my english is not quite that good to understand all the documents perfectly, that i've read. I would really appreciate it if someone with knowledge of this could answer this as soon as possible, so i can finish this part of my project. Sincerely A student from Finland
I have installed latest Meta XR Simulator (1.17.10) coming with the 71.0.0 package using Unity Package Manager and I can't close the Release Notes popup window as shown in the image attached. Close Button does not react to clicks. This blocks the whole Simulator window.
We have two permission requests at the start of the game:* Spatial permissions* Bluetooth permissionsSometimes after returning to the game after accepting these permissions nothing is rendered, but the game is still actually working. Music & sounds play, hand tracking works and you can press buttons, etc (though you can't see them). When you bring up the system menu/game title screen through the meta system hand pinch gesture and then "resume" the game, everything starts rendering again.Another issue that can happen (which seems related) is that after accepting the permission it doesn't return to the game, it brings up screen you get when you bring up the system menu. You then need to tap resume to continue the game. In our case you immediately get asked for the second permission and it'll return to the system menu again. This happens slightly more frequently than the issue above. We don't get both issues at the same time.The issue replicatable 50% of the time.Any advice would be h
I am using Meta All in One SDK for Unity.It was working completely fine, but not sure why it is crashing when entered play move. When Ever I enter play mode, there is a lot of noise form the Laptop Coolers too. But apparently, my game is just scene of quiz, where questions are generated by chatgpt.I am using the Camera rig from the Building blocks. I am currently using following scripts in the scenehttps://drive.google.com/drive/folders/1ErAJ2Nkd5JtlcUKLuQtSMXWUfOyjWI-h?usp=sharingMy Laptop Specifications are 1. CPU - Ryzen 7 6000 Series2. GPU - RTX 3060 ( 6 GB )3. RAM - 16 GB DDR5
Dear Meta Avatar team.I(we) tried the Meta Avatar Multiple Player Building Blocks and it does not work with ANY Meta Avatar package above 24.1.1 for both the Unity Multiplayer and the Photon Fusion versions. If you follow this tutorial from Valem, note that at 14:14 when he presses play, you see the Local and Remove Avatar spawn. I too can achieve this with the Meta Avatars 24.1.1 but anything newer the local and remote avatars do not appear. To test yourself create a fresh project with Unity 2022.3.x and the All in one SDK 65.0.0 and Meta Avatars 24.1.1 just like the linked tutorial. Drag the Camera Rig, Auto Matching and the Network Avatar into the scene once for Fusion install and another for the Unity Multiplayer version and both times press play. Note the local and remote avatars appear as expected and as seen on the tutorial. Then update the Meta Avatars to anything newer than 24.1.1, press play and note the local and remote avatar does not appear. Yo
Why are all the buttons in the Meta Horizon OS UI Set implemented as toggles?
It was announced in Connect 2024 last month, but I am yet to see any signs of it. I am talking about the micro gestures with thumb and the index finger (similar to the d-pad gestures). From their research paper (https://dl.acm.org/doi/10.1145/3613904.3642702) Here is the connect video - Deepen immersion with state-of-the-art interactions and sensory capabilities | Meta Connect 2024 | Meta for Developers Any update on it? or did I miss it somehow?
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