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Hello!I'm using Avatar2 and I need to have collisions and rigidbodys so I instantiated OVRcustomHand prefabs.Now I have 30 FPS, I need minimum 60. Not sure how to use profiler.But is there anything I can do to get better results?
I'm using the interactivity SDK and the Ray Interactor block shows the circle cursor from hand tracking. I think surfaceHit and collisionInfo would get me the vector 3 I'm looking for but I'm not sure how to use it or if its even what I need. Anything helps
The checkout flow dialog can be dismissed by pressing the oculus / meta button on the controller. This brings the user back to the app but the `OnComplete` event is never triggered. Oculus.Platform.IAP.LaunchCheckoutFlow(_productID).OnComplete((result) => { // we never get here if dialog is dismissed with meta/oculus button on controller}) We would expect to receive callback with "user_canceled" error message.
Problem is with upgrading an app to the latest MetaXR Core 69.0.1, OpenXR 1.12.1 and XR Core utilities 2.3.0 in unity 2022.3.28f1.My graphics are rendered at the right position, but the camera's are registering the position as 0,0,0 which results in the graphics being at the wrong stereo depth. Resulting in a cross-eyed view and when shifting your head there's a perspective mismatch shifting the model as if it was in front of the camera at 0,0,0. When moving the 3d object to 0,0,0 the image looks right. So it seems the XROrigin is wrongly calculated.There's also a warning in the console to back this theory up:[OVRPlugin] CompositorOpenXR::SetExternalXrAppSpace: Unable to match appSpace to a TrackingOrigin (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:6523)OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at ./Library/PackageCache/com.meta.xr.sdk.core@69.0.1/Scripts/OVRManager.cs:2095)OVRPlugin/UnityOpenXR:OnAppSpaceChange (ulong) (at ./Library/
Hi guys.I'm using the 30.1.1 Avatar SDK in unity and I'm having trouble getting the Avatars running the default animation. I've tried both using the animation controller like in the network lookback sample and without. As far as I can tell I've got exactly the same setup as the samples. Though all 6 avatars (3 from local zips and 3 from cdn) are loaded, they all display in the T pose. The faces are animating fine, but the rest of the body isn't and I can't for the life of me figure out what's wrong. Anyone able to shed some insight as to what might be missing or wrong?
Hello,I'm using following Custom Hand Pose documentation, for recognizing Custom Hand Pose from Quest. Followed each and every step precisely, but not able to find DefaultTransformFeatureStateThresholds under Feature Threasholds. Am I missing any configuration?
First of all Hi,I'm Using OpenXR for building Projects on Windows to then use Quest link to Stream it on the Headset, I'm utilizing Hand tracking as well which works just fine in unity editor playmode, but when I build the same project for Windows platform and then I run it using Quest Link Cable (My Setup is correct Headset runs fine in playmode), Headset wont recognize the app playing...Here are the Build/OpenXR Settings I'm using. Unity Version: 2022.3.41f1Please do tell what I should do, or maybe what could be the problem. Thank you!
Hello Community,I want to implement my own functionalities on top of functionalities the Building Blocks are providing. How is that possible? And what is the best way?For example:I added the "Spatial Anchor Core" Building Block. Now, I want to use the method "InstantiateSpatialAnchor()" the script attached to the Building Block is providing, in a own script.
I'm having trouble understanding how to use the surfaceHit and collisionInfo outlined in Meta's documentation. If I'm not confused this will find the vector3 of the circle hand tracking cursor.I am currently using the all-in-one interactivity SDK (XR, Hand Tracking, Virtual Hands, and Ray Indicator), the ray indicator has a cube that shows the hand tracking circle cursor wherever my hand is pointing on the cube. I am simply trying to find where that cursor is the moment the player pinches their fingers. I'm very new to Meta XR so if I'm trying to do this the wrong way please let me know, anything is helpful!I've attached images of the documentation or here is the link
Have been trying to install the v60 of the meta All-in-One SDK to get the meta movement pack to update. Seems like no matter what fixes I try I always get an error as follows:Library\PackageCache\com.meta.xr.sdk.interaction@60.0.0\Editor\Utils\PluginUpdater.cs(28,16): error CS0246: The type or namespace name 'NUnit' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@60.0.0\Editor\BuildingBlocks\BlockBaseData.cs(26,7): error CS0246: The type or namespace name 'NUnit' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@60.0.0\Editor\BuildingBlocks\BlockData.cs(24,7): error CS0246: The type or namespace name 'NUnit' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@60.0.0\Editor\BuildingBlocks\BlockDownloaderData.cs(23,7): error CS0246: The type or namespace name 'NUnit' co
Hello,I understand that TouchHandGrabInteractable and HandGrabInteractable have different use-cases (i.e. dynamic grabbing of object vs preconfigured snapped poses) but just wondering if anyone knows if one or the other is more performant. Seems like the touchhandgrabinteractable might be more computationally intensive, but it also seems much more flexible, easier to setup, and future proof for grabbing items that don't really need to be held in a specific orientation. Anyone have any experience with one method being more impactful on performance than the other?Thanks
Unity 2021.3.6I want to implement the function of partial screenshots by the following method public static void SaveRenderTexture(RenderTexture rt, string folderName) { var saveDir = Application.persistentDataPath + "/" + folderName + "/"; if (!Directory.Exists(saveDir)) { Directory.CreateDirectory(saveDir); } var prev = RenderTexture.active; RenderTexture.active = rt; var png = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false); png.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); var bytes = png.EncodeToPNG(); var pathNow = saveDir + DateTime.Now.Ticks + ".png"; var file = File.Open(pathNow, FileMode.Create); var writer = new BinaryWriter(file); writer.Write(bytes); file.Close(); Object.DestroyImmediate(png); RenderTexture.active = prev; }1. In the case of Vulkan, only half or part of the image that is packaged to Quset is displayed, and the rest is black, but this function i
我用的Unity版本是2021.3.6我想实现局部截图的功能,通过下述这个方法 public static void SaveRenderTexture(RenderTexture rt, string folderName) { var saveDir = Application.persistentDataPath + "/" + folderName + "/"; if (!Directory.Exists(saveDir)) { Directory.CreateDirectory(saveDir); } var prev = RenderTexture.active; RenderTexture.active = rt; var png = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false); png.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); var bytes = png.EncodeToPNG(); var pathNow = saveDir + DateTime.Now.Ticks + ".png"; var file = File.Open(pathNow, FileMode.Create); var writer = new BinaryWriter(file); writer.Write(bytes); file.Close(); Object.DestroyImmediate(png); RenderTexture.active = prev; } 1.在Vulkan的情况下打包到Quset 截出的图片只有显示下面一半或者部分,其余部分是黑色的但编辑器模式下该功能是正常的。2.用OpenGLES3也能正常显示,但会导致其余的模型渲染层级不对,部分模型没有显示,unity提示“Symmetric Projection is only supported on Quest 2 and QuestPro with Vulkan a
Hi,I have a Oculus Quest Pro, and work on a Unity project that needs hand tracking and controller tracking for a physical object, but I can't enable hand and controller tracking at the same time. So I wonder is this possible? or is there any other ways to track a physical object using Oculus?
Hello, I find difficulties when I want to integrate Meta Avatar SDK to my app. In my VR experience I want my users to use their own meta Avatar as same as the one they usually ues it in meta headset home. How I can replace user avatar by the one already exists in sample? Can you help me to figure out this issue.
I'm following this tutorial to build a simple pinch gesture detector.However, after I added finger feature state provider component to both Hand (HandFeaturesLeft & HandFeaturesRight). The hand tracking started to only work for one hand.. it became normal after I removed the provider component.Meta XR all-in-one SDK: v69.0.1Unity: 2022.3.0f1
Hi, I just converted my unity project from standard shader to urp, and I'm developing for quest 3 passthrough mode in Unity. When I play and test the scene in quest 3, I got one error and one warning. The error says "ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection." The warning says "Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now." I will really appreciate it if anyone can share any clue about how to troubleshoot these issues. Thank you!
Hi,I'm working with the Meta Interaction SDK (v62.0.0) and trying to get something to work with the UseInteractable component (besides the example Spray bottle). I've been referencing the Spray bottle closely, and for my custom object, I've written a script that implements IHandGrabUseDelegate, and assigned it to UseInteractable's "Hand Use Delegate" field. The object has HandGrabInteractables, etc. (similar to the Spray bottle). However, the methods from the interface (BeginUse, EndUse, and ComputeUseStrength) are not being called. I'm wondering if I'm missing something (probably am), and if there is any documentation on steps / requirements for the Use interaction to work.Thanks for any help!
Whenever I try to download the sample scenes, it literally crashes my pc. What the hell is happening?
Hello everyone, we recently updated our project to Unity 2022.3 LTS and v56 Oculus SDK. And we are facing this issue. Sometimes upon launch of game, scenes load and game works fine and sometimes it crashes right immediately after splash screen.Have been encountering this issue on Quest2 store builds.Attached is the crash report and stack trace.Can someone provide insights on how to address/fix this issue?2023-09-01 12:59:45.896 24566-24622/? E/CRASH: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 2023-09-01 12:59:45.896 24566-24622/? E/CRASH: Version '2022.3.5f1 (9674261d40ee)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' 2023-09-01 12:59:45.896 24566-24622/? E/CRASH: Build fingerprint: 'oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50600670051800150:user/release-keys' 2023-09-01 12:59:45.896 24566-24622/? E/CRASH: Revision: '0' 2023-09-01 12:59:45.896 24566-24622/? E/CRASH: ABI: 'arm64' 2023-09-01 12:59:45.896 24566-24622/? E/CRASH: Timestamp:
HeyI'm want to run some psychological experiments using eye tracking data from Oculus pro and a Unity3d scene.I read the data usingOVRPlugin.GetEyeGazesStatemethod as described in this response.Looking into the data - I've noticed that all data samples (from different people, on the same headset) are all having the same eye distance ( (leftEyePosition - rightEyePosition).magnitude is always 0.065m or 65mm, for all the people)I tried to change lenses distance (physically as instructed in headset fit adjustments) and run eye tracking calibration - but yet in all my data eye distance is 65mm.Is this kind of data cleansing done by OVRPlugin? Someone else in the forum noticed this behavior? or checked the data and got different distance?
When we use `Oculus.Platform.IAP.LaunchCheckoutFlow` the dialog sometimes appears behind the user.How do we fix it so that the dialog always appears in front where the user is currently looking?
Hello, I am now an indie VR developer, I want to create an ultimate video player for VR, aiming to reconstruct the shooting scene as real as possible within the player. The following YouTube link shows my current progress. The video background was captured by me holding a 360 camera while cycling, and I added a virtual car to simulate driving. I'm currently working on developing stereoscopic video functionality, but I'm facing a challenge—I need to invest in camera equipment first, which is a significant cost for me. Therefore, I'd like to hear your thoughts on this app before deciding whether to continue investing further.https://youtu.be/G7r6Pg61WzE
Hi,I try to use GetLoggedInUser() to get my own personal information, and everything works fine. But how to get other people's personal information, including name, avatar?I tried to use Users.Get(UInt64 userID), but it didn't work. Isn't this interface used for this? Is there any other interface to get other players' information instead of forwarding it through the server?public static Request<Models.User> Get(UInt64 userID){ if (Core.IsInitialized()) { return new Request<Models.User>(CAPI.ovr_User_Get(userID)); } Debug.LogError(Oculus.Platform.Core.PlatformUninitializedError); return null;}
Hello,I've been having some trouble getting passthrough to work in my simple project. My project is just one UI panel with a few buttons and an input field on it. It works fine in VR. However, I haven't managed to get any of my content to actually display if I add an OVR Passthrough Layer component to either the Camera rig parent or the CenterEyeAnchor itself. I've tried overlay and underlay setting and I've tried adding 3d objects to the scene too to insure that it isn't just an issue with the canvas. When I run the app like this on Quest 3, it shows in passthrough mode but the UI is not visible. If I aim my controllers, I can see them interacting with UI elements and if I select the input field the system keyboard appears, so it is all existent and working, it just isn't displaying properly/at all. I've checked all the settings that make sense to me including looking at all the settings on OVRCameraRig, but nothing has worked so far. Any suggestions? Or does anyone have a sample Unit
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