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Hey guys! Nereo from Argentina here.I am trying to build a simple interaction with Meta XR SDK (All in one pack) where the user grabs a knifes and "simulates" cutting an onion in four. The thing is when we run it in the simulator, I cannot grab the knife, it just doesnt happend. Does anyone run into the same issue? It used to work but now it doesnt. Unity version 2022.3.16f; Meta XR SDK version 69.0.1Thank you all in advance!I am leaving screens of the whole project.
I am started developing in Unity, and try to run my game in VR. SO I take on my Quest 3, start Quest Link (or AirLink) and switch to Monitor1 (i have 2 of them).I have installed XR Plugin Management, Oculus Plugin, set Android settings in XR Plugin Management to Oculus, same with windows settings. Also set basic interactions, with hand and etc. When I build and upload it in Quest3, the whole process works fine, i can look around, i can move the raycaster attached to my hands etc.But when I press Play button in Unity Editor, at first it starts my game in Quest 3, as it is supposed to be. When i go back to editor, make any changes, and tries to play again my headset start flashing like a stroboscope for at least 10 seconds, and fallbacks to playing my game in the editor (through Quest link, in VR, but not 3D) instead of starting the actual game. Previously it returned with an error: "Failed to set DeveloperMode on Start.UnityEngine.Debug:LogError (object)Unity.XR.Ocul
We are trying to submit a game like many others and have done everything requested, when trying to submit the info where the Iban screen is we just get a message saying "could not be processed please try again" we've been trying for days now. Raised a ticket, then told its Facebook we have to deal with. Then we go to the new ticket/ awful AI bot and just get errors. Does anyone know how to do this or any way to actually contact someone?
In Unity, I normally cache any GetComponent() if I plan on using it within the Update(). Is the OVRInput.Get similar? Everyone online seems to just put code like OVRInput.Get(OVRInput.RawButton.X) directly in Update() and even inside their IF statements. Is this the recommended method for performance? Is the OVRManager handling everything and I just need to call the OVRInput.Get and not worry about it. What about if I am using that OVRInput.Get in multiple if statements in my script? Should I assign the OVRInput.Get as a boolean at the beginning of the Update() and then use that in my script or would that only really help readability but not have an impact on performance?Thanks!
Hello everyone,I am building a simple app with the Meta SDK (Unity 6, IL2CPP) specifically using OVRCameraRig in my scene for Quest 3. In the OVRManager script I tried setting Hand Tracking Support to "Controllers Only" which worked, and I wasn't able to use hands in the built apk, and I also got the warning in the beginning that I should pick up the controllers. However, when I set it to "Hands Only" I am still able to use the controllers in the app and I get no warning about it being a hand tracking app only. This seems to be a bug. Does anyone know the fix?Thanks for your help.
Upon either restarting Unity (2022.3.21f1) or running a beta build I find that the Application ID field in Oculus Platform Settings has been reset to nothing, causing the entitlement check to fail. I'm using v69.0.1 Core SDK, and v69.0.0 Platform SDK packages in unity, as well as the Oculus XR Plugin on v4.2.0. It should be noted that this did not occur prior to updating to 2022.3.21f1, originally I was on 2021.3.33f1 but had to update to support a new package. Could anyone help me out here as it's been hindering my ability to progress with development for a few days and I'm at a dead end as to what could be causing it, thankyou!
Hello everyone,I am trying to follow the tutorial from the Meta Developers website (https://developers.meta.com/horizon/documentation/unity/unity-spatial-anchors-basic-tutorial#try-out...) using Visual Scripting. However, when I reach the step with unboundAnchor.BindTo(anchor); , I find that I cannot locate the correct node to access the unboundAnchor data.I would greatly appreciate any guidance on how to resolve this issue. Thank you so much for taking the time to read my post, and I hope that someone with expertise can assist me soon. I am truly grateful for your help! Thank you!
keeps coming up every time I go to press play in the editor whether or not I choose to Send Usage Stats or not. is there any way to keep this from popping up each time I go to press play in the Unity Editor? I'm using 2022.3.40f1. Also within the META XR Project Setup Tool in the checklist it shows For MR apps it's recommended to disable Show Splash Screen (In Player Settings.) Otherwise it can result in an inconsistent experience. I do not have any icon within the splash screen loaded in (none) and the Use Splash Screen box is unchecked.
Hello All,i´m trying to develop a VR based multiplayer app. i'm using Oculus quest and PUN2 for this.mz question is: is it possible to implement more than one OVRCameraRigs in oculus quest?the app is working perfectly with single player but hands are not getting synch in multiplayer scene.
I was trying the Shared Point Anchors sample, and I was trying to build it in Quest 3. Then, the Oculus app on my pc pops up a message for update. Then I did. After that, it was not only this SSA project, but also my other projects won't be able to detect Quest 3 device (I haven't tested other models like Quest 2). And normally, there should be a pop up windown in Quest 3 asking for debugging permissions. And this window is gone, too. If anyone have encountered this before, please help me out... Many thanks!!!
Do you guys realize how bad your Meta XR SDK is for Unity?! It has been doing nothing but crashing for me. You need to fix this. Try testing it on some older Macs and see how terrible it is trying to get it working and building Quest apps with it. Your SDK shouldn't be crashing my editor or my app EVER! Fix it!
Hi,I'm experiencing problems with shared spatial anchors and colocalization in our Unity project using Quest 3 headsets. Specifically, when developing in the Unity Editor with test user accounts, the OVRSpatialAnchor.LoadUnboundAnchors method doesn't load any anchors under certain conditions—for example, when starting the Unity Editor before the Android application.Interestingly, if we build and run the Android application on two headsets, everything works fine on the devices themselves.Environment:Project Base: Custom project inspired by Photon Fusion Mixed Reality Local MultiplayerUnity Version: 2022.3.43f1Meta XR All-in-One SDK Version: 68.0.1Operating System: Windows 11What I've Tried:Entitlements: Ensured that test users have inherited entitlements.Login: Logged in to the test user account under Meta > Platform > Edit Settings.Testing Combinations: Attempted various combinations of running the project in the Editor and as an Android application, starting them in different or
UPDATE (10/23): Please update to version 69.0.1 of the Meta XR Core SDK. This update resolves the known issue associated with input registration and headlocking. With the release of Unity 6*, we’ve identified the following regressions: 1) Quest developers may experience a lack of input registration and headlocking when playing in editor, if their projects are using Unity OculusXR Plugin (com.unity.xr.oculus) along with the current Meta XR Core SDK package releases. We are going to resolve this issue promptly in the next patch release of the Meta XR Core SDK package (v69.1). Please update this through the Unity Package Manager when it becomes available. In the meantime, Unity is providing the following workaround that resolves this issue. Open a new or existing project with the Meta XR Core SDK package installed. Navigate to the project Asset folder and locate the folder containing OVRPlugin.dll, along with the OVRPlugin.dll.meta file. Replace
Hello I am developing an application in Unity version 2022.3.42f1, in which the app will communicate with a kafka server where it will be able to consume and produce messages. I am using Confluence.Kafka version 2.6.1. The app works fine when I run it through the editor but when I deploy it, I keep getting the error below:System.InvalidOperationException: Unsupported platform: Unix 5.10.198.155311-20 09:38:41.552 16567 16706 I Unity : at Confluent.Kafka.Impl.Librdkafka.Initialize (System.String userSpecifiedPath) [0x00000] in <00000000000000000000000000000000>:011-20 09:38:41.552 16567 16706 I Unity : at Confluent.Kafka.Consumer`2[TKey,TValue]..ctor (Confluent.Kafka.ConsumerBuilder`2[TKey,TValue] builder) [0x00000] in <00000000000000000000000000000000>:011-20 09:38:41.552 16567 16706 I Unity : at Confluent.Kafka.ConsumerBuilder`2[TKey,TValue].Build () [0x00000] in <00000000000000000000000000000000>:011-20 09:38:41.552 16567 16706 I Unity : at Script.KafkaVideoFeed.Con
Hi
Has anyone here gotten the Meta Avatars 2.0 multiplayer Building Block to work in Unity 6? I have tried both the Unity multiplayer and Fusion version in fresh projects and neither spawns the local and remote avatars like it does in Unity 2022 as seen in this video from Valem (https://youtu.be/FwC81qCi-Oc?si=jdUu9RB-MVv3UINm&t=854). I remember trying this exact tutorial in March of this year myself in 2022.3.10f1 and it worked as simple as this video shows it, but in Unity 6 nothing happens when you hit play.I have tried to create my own code with Fusion and have made some progress, but OMG the amount of deprecated everything, from Meta to Unity to Photon is absolutely insane right now and I am beginning to wonder if there is something fundamentally wrong that needs either Meta or Unity to patch first?Would love to know if you have the 2.0 avatars networked at all in Unity 6 by any means not just the Building Blocks?
Hello, I've recently upgraded a project to Meta XR SDK v69.0.1 from an older Oculus Integration package. I'm having issues with the tracking origin. Floor Level and Eye Level are doing nothing differently, and both are setting my center as the world / rig origin of (0, 0, 0). Adjusting the VR Rig Y Position explicitly will fix this, but it doesn't seem like the best approach considering how this worked in the past. I'm seeing the same behaviour in the sample scenes, but not in other sample projects provided by Meta, but no differences between the rigs in those and in my project. Any advice appreciated. Using Unity 2022.3.25f1.
Hi, Anyone knows why the graphics memory usage is doubled from Vulkan to OpenGL on quest 3 ?These are the exact same app, the only difference is Vulkan vs OpenGLES3 in player settings.Thanks.
For my video-see-through AR application I want a model to automatically be placed on the biggest found table surface. I achieved the first step: The model is correctly positioned at the table center. However, the orientationis not correct. I want the model to "lie down" on the table, means laying on the back, facing up, while the longest side of the model is orientated just as the longest side of the table - see the following pictures: After a very long time trying, I could not figure out how to align the model correctly. If you have any idea/hint/ or clue I could try, please let me know. Used Asset for testing: Low Poly HumanI added an Empty (called ModelPlacer) where I added the script (see below) and pulled this asset in the modelInstance field. Used Meta XR Building Blocks: Camera RigPassthroughMR Utility KitScene DebuggerEffect MeshHand TrackingController TrackingTechnical Specifications: Unity 2022.3.50f1VR-Glasses: Meta Quest 3Meta MR Utility KitCode: using
This link here says that audio to expression has been released: https://www.meta.com/help/quest/articles/whats-new/release-notes/. It speaks in the present as if it is available "Available as part of the Movement SDK, developers can access Audio to Expression to provide users with enhanced social presence".I downloaded the all in one SDK for Unity, and it is nowhere to be found. Is it actually released anywhere? Where can I find it? I have looked at all of the samples for the movement SDK and I searched the code for anything referencing audio to expression and I can't find anything
Hey guys, I have problem when playing the game. see image below.My project Update from unity 2020 to 2022, and SDK update from oculus Integration to Meta SDK.I don't know why it doesn't work but when I create a new empty project and install meta SDK everything works fine. is there a similar case with me?
Premise: We are developing a game and have uploaded an apk to the Release Channel.Assume that the Release Channel package name is: com.package.xxxWe have a development package during development, assuming that the package name is com.package.xxx.dev 1. Create a new Meta account and join our Release Channel through the invitation link. Now you can download our Release Channel version of the application and start it normally. Everything seems to be fine 2. I want to use this account to join our development group and install our developer version of the apk. At this time, the developer version of the apk will fail to login anyway 3. I tried to move the account out of the Release Channel, out of the Developer Group, and then add it to the Developer Group, and even restored the Quest to factory settings, but I couldn't login to the developer version of the apk normally.
- Meta XR Simulator V69.0.0 (pulled from All-In-One SDK V69.0.2).- Unity 6000.0.24f1- MR project (with Passthrough)Project runs fine on my Quest 3S, but the following occurs while running the meta simulator:With the simulator activated, the project seems to be running in the game window with no XRRig emulated. In addition, the SyntheticEnvironmentServer doesn't load anything (or have any clickable options/menus).I've done everything from uninstalling to re-installing, deleting cache, trying other versions of Unity, running Unity in admin mode, trying it with OpenVR instead of the Oculus plugin, etc.Here are some other screenshots that might help.
I need to make sure the center of the boundary is at the center of my scene, but if the player recenters their boundary then the entire thing shifts. Is there a way to make sure the center of the boundary is always at the center of my scene?
Hey, I am using Unity 6 for MR.I am using 6000.0.27f1I am expecting that you can enter play mode via oculus link. This doesn't seem to work. Do you know how I can get this to work?Second, it seems like a build fails to even startup or boot up a basic scene. Does anyone else have that problem?
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