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how do I start building in unity for horizon worlds
Hi, when I try to hand grab pose record in play mode in Unity the hands are not shown. I can only see the controllers. The hands are only shown in Build mode. Can anybody help me with this issue please?
Hello, I am a developer working with Oculus Quest and I'm interested in understanding how to manually change the audio output routing within my application. Specifically, I'm looking to provide users with the ability to switch between headphones and the built-in speakers while using the app. Could you please provide information on whether there is an official method or API provided to manually change the audio output routing on Oculus Quest? Alternatively, if there are any documents or guidelines available on how to achieve manual audio output routing changes, I would greatly appreciate it if you could point me in the right direction. Thank you for your assistance.
Hello, I used one model which vertices around 400K and which is flickering and app is hanging on starting in Oculus Quest 3 and Passthrough enabled but when I am using another model around 300k which is not flickering so it's only vertices issue of the model or it may be other issue? I am using Unity Editor version 2022.3.24f1 and using Meta All in One SDK. I want to use 400k vertices model without flickering in Oculus Quest 3
Greetings. When using Meta XR all-in-one SDK v69.0.0.0 and “Scene mesh” block and working with the project within passthrough (i.e. it is MR project) using quest link, it works properly and generates space mesh, but when trying to build a project for android, i.e. .apk scene mesh stops working and generating mesh. How can this be fixed? I need it to work specifically with .apk. Thanks
Is there a way to identify the new Quest 3s in Unity or should we wait for a newer version of the Core package (v69?)Currently it looks like there is no enum value for the Quest 3s.What can we expect to get as the SystemHeadsetType when we test it on a Quest 3s?Will it use one of the existing values like the Quest_3? Or maybe one of the Placeholders?Thanks!
I'm using Meta All in one SDK68.0.2 with hand tracking, but I don't know how to program objects to automatically grab onto my hand, rather than having to grab them myself.
I am executing HandGrabInteractor.ForceSelect(HandGrabInteractable) on an OnTriggerEnter() method to force a grab when the user places their finger into the desired collider.HandGrabInteractor.ForceSelect(HandGrabInteractable) does force select the object but I cannot see how to apply a HandGrabPose when using ForceSelect()?Can anyone advise?
Hi Developers and geniuses,I have a weird bug and maybe someone can help me with it.So right now, we have three different versions of a Grabbable as BuildingBlocks:Grabbable - Can be grabbed but not pushed with a finger.TouchHandgrab - Can be pushed with a finger and interacts way more realisticNetwork Grabbable Object - Can also not be pushed with a finger, but can be grabbed and has Network components on it (Client network Transform).Now here comes the weird part:In our application, when somebody gets thrown out because of network issues and rejoins, the Network grabbable he THEN grabs (takes over Ownership), he then afterwards can MOVE them with his finger! But only those he has Ownership over and only after he was disconnected once from the server.We are totally at a loss why this happens.We tried "giving back" the ownership after releasing the object, but that is not working well because of several following problems.Any idea, why suddenly, after rejoining, the Network Grabbable b
Man, there are so many absolutely basic questions like this that aren't answered anywhere. It boggles my mind. Anyway, in the Meta XR Interaction SDK, how to do I turn off the "grabbability" on a grabbable? Like, if the player puts a grabbable peg in a hole, and I want to prevent them from taking it back out, how do I make it so they can't grab it anymore?
Hi, I've been using quest link for unity development for a few months but today my quest 3 keeps disconnecting from quest link. Does anyone know what might be causing this issue and how to fix it? I have restarted my quest 3 and computer but it does not work. Thank you!
PCVR Passthrough on external monitor
Hello everyone, I'm experiencing a peculiar problem with a Unity project that uses Meta XR. The Play Mode stops working intermittently in this particular project. I don't receive any error messages in the console; when I initiate Play Mode, Unity attempts to load the scene on my Meta Quest headset, but nothing happens. Details of the Problem: The issue occurs only in this project. Another project with similar configurations works perfectly on my PC. I haven't made any changes to the environment, Unity settings, or the project before the problem appeared. The behavior is intermittent: sometimes it works after restarting Unity, but then it stops working again without any apparent reason. The Meta XR Simulator emulator also doesn't work in this project. When I try to use the simulator, it doesn't respond or show any activity. The project runs without issues on other PCs, which suggests it's something specific to my environment or settings in this project. What I've Tried So Far: Restar
So my game was working fine and all of the builds before this were running, until i started my unity up and build the game recently, and when i open it on my meta quest 2, in doesn't get past the 3 dot loading screen before crashing.So i used Logcat to see what was happening, and its returning this error before crashing.AFPoXmuXsW62ZFbO6B3gNA==/base.apk/assets/bin/Data/level0' is corrupted! Remove it and launch unity again![Position out of bounds!]So what's happening is its saying the level0 file is corrupted in the base.apk, but when i check the inside the base.apk in the directory where is says to look, the level0 file is not there.So I'm assuming that its crashing because there is no level0 file, but, when i check any other apk file that is working fine, still no level0 file, so i have no idea what is happening.Also other people have tried to open it too and still the same error.
I was just working on my project, and doing testing.I am using Hurricane and I always had some problem at level load: often crashing, but sometimes starting.Anyway, at some point in the process now it doesn’t even show the map: it crashes right after the logo screen.Everything works fine in Unity.Did anyone experience anything similar?How can I bug test something that only happens in the Quest?However, I am not even a programmer, I am using PlayMaker and I do EVERYTHING to stay away from troubles, meaning that I touch as little stuff as possible.But as said, when this happened, I was just testing and testing applying small changes to my levels. I changed some parameters in the Physics properties, removed some props, things like this, NOTHING strange or dangerous.At one point, level 3 didn’t load anymore.I thought “this is Hurricane” (I had changed the distance between the body parts).So then I tried with level 2 and 1 and they don’t load anymore as well.Even though I didn’t change them
I am trying to use a headset and a controller: pitch, roll, and yaw values in my latest application. I need very accurate values.I have measured the exact values of the rotation and compared them with ones from ovrCameraRig->CenterEyeAnchor->Euler rotation.Unfortunately, values do not match. For example, for headset pitch, the difference can exceed 10 degrees for 80 degrees. For degrees close to 90 the values look more than strange. Do you know how I can get the exact headset and controller rotations?
Hello everyone,Headset: Pico 4 UltraUnity: 2022.3.49F1Meta XR Interaction SDK Essentials 69.0.1Pico OpenXR plugin 1.3.3Unity OpenXR Plugin 1.12.1XR Interaction Toolkit 2.6.3Xr Hands 1.4.3I try to test the new version of the SDK interaction for non Meta headset, it works very well with the controllers.When I want to go to the hands tracking, it appears well, the position follow up is ok, but when I close my hand nothing happens, no animations ???In Project Settings, XR Plug-in Management, OpenXR, I put the Hand Interation Profile and in All Features, I have the hand tracking substystm, pico openxr features and pico support activated.I really don't see what I forgot to do? Thank you in advance for your answers- Edit : If I deactivate the prefab unityxrcontrollerhands and let unityxrhands activated in unityxrcameraiginteraction, hand tracking works.Apparently, does that manage to properly pass controllers to hand tracking in an application?
Hello everyone, I had issues with the META XR v65 simulator for the past few days. The problemWhen I start the simulator using the official META examples (e.g. the interaction examples) or create a scene from scratch, I am not able to see the hand meshes or even interact with the objects. The only things that can be seen are the virtual controllers. NotesTo view the meshes from the simulator I followed the guide: https://developers.meta.com/horizon/documentation/unity/xrsim-hand-tracking I'm trying to use the hand interaction without the META Link, so I am trying to use the virtual hands with the 4 available positions:- for aim- for poke- for pinch- for grab I also tried to add the RightHandSynthetic and LeftHandSynthetic GameObjects inside OVRInteraction>OVRHands and connecting them with the hand Modifiers, but nothing changes. ------ Did I forget something? Should I add some Gameobject in particular?Any suggestions?
I'm trying to identify when the headset is a Quest 3 in a legacy game, made with Unity 2019 and the now deprecated Oculus Utilities (v1.71). I'm trying to avoid a major engine version upgrade, as this is a released product.The utilities' plugin seems to misidentify the Quest 3 as if it were a Quest 2, according to the assigned SystemHeadset. Adding the "eureka" tag as a supported device type to the android manifest (as the newer versions of the plugin do) has it return "None" as the SystemHeadset instead.Is there any way at all to identify the headset without upgrading plugins (and therefore engine version)? I don't need to access any new features, just be able to tell it's running on a Q3 so that I can hook my custom logic to that.Thanks.
Hello,In Meta Quest device, I can disable the "Create Guardian Boundary" popup in Settings but it's a bit annoying. I want to disable by code.So in Unity, do you know any code to disable the "Create Guardian Boundary" popup when I open the app? I apologize if there has been a similar topic before.
We all know that the old VR plugin system is deprecated. It's only a matter of time before the XR Management plugin will be the way we develop experiences on Oculus hardware. I've been using it for a prototype recently and so far it seems like there is no way to access Oculus platform-specific functionality at the moment.I wanted to get the nicely articulated Avatar hands+controllers for my project, but it seems like there is no way to get them working without the old Oculus SDK in use rather than the new plugin.Would also love to be able to use the hand tracking.Has there been anything revealed about how this is going to work going into the future?Or if there is a way anyone knows to get those nice controller+hands to work with the new XR plugin system, I'd love to hear about it!
I want to launch a messaging app installed on MetaQuest3 from an app developed with Unity. I couldn't open the app with the following code, so I would like to ask if you have any ideas. string packageName = "com.facebook.orca"; try { AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageManager = currentActivity.Call<AndroidJavaObject>("getPackageManager"); AndroidJavaObject launchIntent = packageManager.Call<AndroidJavaObject>("getLaunchIntentForPackage", packageName); if (launchIntent != null) { currentActivity.Call("startActivity", launchIntent); Debug.Log("Startup successful: " + packageName); } else { Debug.LogWarning("App not found : " + packageName); }
How would you create a grabbable that gets stuck on world geometry and heavier physics objects?
Hello everyone, my problem is that the room mesh doesn't update. I want the room mesh to be updated, everytime my application is started again. However, it seems like the mesh loaded from the first time is always reused and doesn't update, even when I update the application. How I update: I build an AR app (.apk file) on my laptop with Unity and deploy it to my Meta Quest 3 headset, which overrites the previous .apk file. What I see: a flickering mesh all over the place of the "original room", even when I go to a neighbouring room, it shows the mesh of the first room (it's like looking through a wall). I followed the set up instructions and my "Hello World" and first tries worked properly.For my current version I am Using the following building blocks: Camera RigPassthroughScene MeshMR Utility KitScene DebuggerAs you can guess I am quite new to Meta Horizon Development. I've been stuck on this problem for quite a while now. Any tips/advice/recources to res
I'm trying to instantiate both a SnapInteractable and SnapInteractor from code. After both objects are instantiated, I want to then attach the interactor to the interactable.Here's a demo video to demonstrate what I'm going for: https://www.dropbox.com/scl/fi/zcpshr4bjw2okacy0ae29/2024-03-13-at-12.49.17.mp4?rlkey=so0s0r316vykvir8u0eq743ja&dl=0The only way I can get the interaction to occur is by using my hand to grab the interactor, and place it near the interactable.I've tried setting the position via code (hoping proximity would trigger a snap interaction), but no luck.I've also tried using the following code but no luck there either.interactable.AddSelectingInteractor(interactor);interactor.Select(); Any ideas?
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