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If Meta XR Simulator freezes on Play and you see 999+ log entries of this:"XRStats::SetStatFloat failed. Stats queue full! Stats for this frame will be lost."then just revert the setting of the Game window to "Play focused" so the Game window is focused when you hit the Play button,ORmanually focus the Game windows before hit the Play button.This post is for those like me who are experiencing this mind blowing bug and having no clue what is going on🥲
Using Unity 2023.2.20f1 with the Meta All-In-One SDK v69.0.1 & OculusXR Plugin v4.2.0, I tried to build a project to a Quest 3 with the OVR Build tool but I am getting the following error:The Project Setup Tool has no issues. I've also tried again in a blank project and got the same result. I also get this result with the same project on a different machine.
Am I missing something or the OVR LIP SYNC that we used within OculusIntegration_v56.0.unitypackage and similar is removed with the newer META XR UNITY PACKAGES 69.0.0 and similar?
There is an error with the latest Oculus Integration package for Unity version 56 on the UnityObjectAddedBroadcaster class at line 76. When using EditorSceneManager.OpenScene.Because somehow it intercepts that even if the scene is not yet loadedThis is using Unity 2022.3.9f1 ArgumentException: The scene is not loaded.UnityEngine.SceneManagement.Scene.GetRootGameObjects (System.Collections.Generic.List`1[T] rootGameObjects) (at <10871f9e312b442cb78b9b97db88fdcb>:0)UnityEngine.SceneManagement.Scene.GetRootGameObjects () (at <10871f9e312b442cb78b9b97db88fdcb>:0)Oculus.Interaction.Editor.UnityObjectAddedBroadcaster.HandleSceneOpened (UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode, System.Collections.Generic.HashSet`1[T] knownIds) (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:88)Oculus.Interaction.Editor.UnityObjectAddedBroadcaster+<>c__DisplayClass8_0.<.cctor>b__0 (UnityEngine.SceneManage
This is a screenshot with OVR Metrics enabled so you can see some stats. The game feels smoother than the reported FPS count, and it's also very consistent despite high levels at times. However, a few minutes later the CPU level went down to 2 and both GPU and CPU utilization were around 25% in this same spot, but I was still stuck around 24 FPS. Walking over to more intensive scenes with nearly 1400 batches didn't reduce the framerate any lower, and walking up to a wall to have 30 batches didn't improve the frame rate.Unity 2023.2, OpenXR (aiming to build for Steam and Meta), minimal to no use of Oculus/Meta packages, multiplayer game using Photon Fusion 2, it's a pretty big game but I'm turning off dynamic objects that aren't in the same part of the scene (the picture depicts a fourth of the scene).I'm using a lot of optimization, the batch count is around 400 and poly count around 1 million. I've used the profiler and the update loop scripts are as optimized as they can be, all runn
Is there going to be any update for the Meta Avatar 31 where I'm able to see my networked avatar? I am currently unable to see my avatar in my app. This app is for a client and I really need this resolved.
Hello, As part of a project, I need to change the FOV of a Meta Quest 3.I'm using Unity with the Meta Movement package and an InteractionRigOVR to track headset movements with a self-avatar.I'd like to increase the FOV perceived by the user. I've already used a Post-Process Volume, but it's not usable for stereo cameras in the Meta Quest 3. Is there a solution for increasing the FoV in the Meta Quest 3?
Hi! I wanted to explore automated testing on our app. I was able to get the Meta XR Simulator up and running, including connection with IRL quest 3 and it's controllers. Here is my problem: no button/touch interaction on the Left controller is represented on the left hand, both using mouse&keyboard input in mXRsim, as well as input on connected IRL Quest controller. At the same time all of those inputs work correctly on the right hand, both from Right controller and from mouse&keyboard. (button/touch interactions = triggers, buttons, button touch surfaces, ect.)Tracking on Left Hand (using IRL quest controller) works correctly.To check if there is something wrong with our unity project I:- tried similar interactions with WMR Mixed Reality Portal which has built in simulator - both hands button interactions are working- tried installing mXRsim on old XR Interactions Toolkit (2.5.2) sample scene - same issue as in our project - Left hand button interactions do not work,
Unity Version 2022.3.40f1Meta XR Interaction SDK Version 69.0.2I am currently using hand tracking with a Grabbable interactable. The interactable is a gun that I do not want the player to be able to drop so I use ForceSelect on spawn to bring the gun to the players hand. I want the player to be able to swap hands by grabbing the handle of the gun so I have a second mirrored Hand Grab Interactive with both max interactors set to 1. The main Grababble script is also set to max grab points 1.I can grab the gun with my left hand and swap fine. It is when I then grab the gun back from my left hand when the Grabbable then gets set to world point zero, and my gun objec moves around on a pivot from world zero. The only way to fix this is to open the oculus menu then resume, the gun then teleports into the hand it should be in.I reset the local position and rotation of my grabbables because they break when the application loses focus and start pivoting from world zero. This fix works for when I
How to just the upper part of the body?third person I just want to show the top half of the body in the third person How to set the legs without legsI want this
I need to keep holster on body waist.solution1. use body traking. - works perferct - but can't work simultaneously controller + empty handsolution2. use camera position and move holster below. - bad posotioning in case of user makes body tilt.. any ideas? chatGPT say something about ancors for waist in oculus NOT using body tracking.. do you know about it guys?
When using Pointable Canvas with Screen Space - Camera on a Canvas, the Render Camera is forcibly switched to the Event System Camera instead of the intended camera (CenterEyeAnchor) This issue only appears during Play Mode and prevents the UI from rendering properly. Despite setting the correct camera, the Pointable Canvas overrides the Render Camera settings. I don't want to switch to World Space because I need the UI to always render in front of the player. How can I fix this issue while keeping the Screen Space - Camera setup?(^^ This is the camera that it automatically generates.)
if I setup body tracking (using just hands, or just controllers) - it's working fine.can't make 1 hand - just hand, and second - controller simultaneously.(if I grab controllet by one of my real hands - second stopped tracking immidiately) I tryied solution https://www.youtube.com/watch?v=EFlEnfOG6FUwhich if working if I just do tracking hands (no body).But not working for body tracking. Does anybody did body tracking by controller and hand simultateously?
Hi there, new to AR development and needed some sanity checks about my idea -The app I have in mind will allow users to paint on a flat surface (using Plane detection) like their floor. TLDR; I have a reticle thats aligned to it and they can move around to color it in-the thing tripping me up is whether the simplest way to show the painting over the real world plane is to render something like a translucent Canvas virtual object in Passthrough underlay (overlay?) mode, align it to plane detected and do all my texture manipulations on it?
How to create not Fullscreen app like native quest browser for example ?
Hello,I want to get my 3 months free quest+ Subscription , the last month I was able but I wanted Postpone it this month، How to activate it now?
I'm preparing to submit my Quest app but as usual, I'm dealing with getting through Android permission. I get the usual external storage and microphone permissions but those are somewhat easy to find the source by searching for "Microphone." fields in Unity. In fact, most seem to come from Oculus' Platform scripts. The permission that I can't seem to figure out the source is ACCESS_MEDIA_LOCATION.My project doesn't include any external packages nor is attempting to access photos or file metadata. I'm aware that I'm able to remove permissions by hand through Android studio but the issue with this solution is that since I'm not sure where the source of the permission comes from, I'd be open to getting a bug on the app at some point by simply removing this permission. Does anyone know what sorts of classes prompt Unity to add this permission or its source?Are there any solutions other than to simply remove the permission request from the manifest after building th
We're forced to use the OpenXR plugin instead of the Oculus XR Plugin on Unity 6 in order to get Application Spacewarp without a forked, obsolete version of URP. BUT this prevents us from using dynamic resolution on OVRManager. When trying to enable it, one gets this error message: Vulkan Dynamic Resolution is not supported on your current build version. Ensure you are on Unity 2021+ with Oculus XR plugin v3.3.0+ Does Meta want us to use the Oculus XR plugin instead of the Open XR plugin? If so, then how would we use application spacewarp (without using that very old fork of URP)?
I am developing an application that receives and display a point cloud.When I try to render a point cloud (both with normal mesh or MaterialPropertyBlock and GPU) I get what it seems to be a black transparent canvas that follows my head.This is very annoying. I tried to change materials and shaders, to disable shadows, but I didn't find a way to get rid of this problem.
Dear Devs, I'm struggling with problem since a week. I use PUN 2 and Photon Voice to bring Meta Avatars 2 in a multiplayer environment. Below are my issues,1. When there is no Photon Voice setup in the scene, the Meta Avatars lipsync works perfect in the Photon multiplayer room.2. When I add the Photon Voice to the prefab and setup the scene with Photon Voice Network, only the voice is there the Meta Avatars lipsync does not work. I understand there is a race condition happening between these two plugins. Please kindly help me resolve if anyone has already resolved such problem. This thread can help other devs as well in the future. Thanks!
A few days ago these were working fine. Occasionally restarting my computer allows both Face and Body to work as expected, but more often than not, only the Body will work and not the face. I've been running it in VR Preview for UE 5.3 without changing any project settings, it just stopped working.
I want ro scan a room and sace it as a mesh to work in a 3d software.
I got full body tracking working as per the Meta SDK Movement samples. However, when I add functionality to move the camera rig through teleport locomotion and rotation locomotion, my character's body is not moving and rotating with the camera. How can I make my character move with the camera when teleporting and rotating via the controller?
Hi,I am working on a unity PCVR project with quest 3 and hand tracking.I face the problem that after I use quest's built-in hand gesture recentering function to recenter my view, the virtual view get recentered but the passthrough view get mis-aligned.Need help ! ThxUnity Ver: 2022.3.34f1Meta SDK Ver: 65.0.0
Are others seeing the default Meta Avatar 2.0 looking like this screenshot while waiting for your avatar to download? It used to be a default looking, flat gray 1.0 Meta Avatar until the users Avatar downloaded which tool 10 seconds at most, but now in 2.0 it is what you see on my arms in the screenshot all over the entire body and it looks darn weird. Also it is taking 30-60 seconds now for the Avatar to download which I do not understand why as surely it is not downloading that much. Is this a bug?
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