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A little guilty posting two questions in as many days, but worst case others may find them on a search and hopefully stop a future question. I am still following the hello world tutorial on the meta site, and instead of describing how to install these plugins ( which if i recall they used to walk new users through ) the new setup project tool does it for you.. awesome if it worked for me! ( and it configured 10 other things which is a massive improvement so very cool tool ) i get these two left behind, that the tool couldn't do. "either the oculus xr or openxr plugin package must be installed through the package manager""The XR plug-in Management package must be installed"My old friend google isnt helping, so started looking for the plugins in the Unity asset store, but again no such luck.. Anyone got any ideas what they are so I can manually install them myself, or what may be blocking the tool doing
Meta XR Simulator doesn't connect to Synthetic Environment Server (SES) in Unity 6 Preview (6000.0.0f1) (on Windows 11) in Play mode.But it works if Build and Run. In this case there are two windows: Meta XR Simulator and the Game window.Why is that, could I fix it on my own or have I to wait for Meta SDK update?
I'm wondering if anyone here has experience or insights into how I can retrieve the battery level of the headset and controllers programmatically?I've looked through the Oculus documentation and various forums, but I haven't found a clear solution yet. If anyone has tackled this before or has any pointers on where to start, I'd greatly appreciate your help!
Coding Help Hello everyone, I'm working on a PC VR multiplayer experience where the PC acts as the server/host character, and the VR players are clients. I'm using Unity's Netcode for GameObjects (NGO) for networking.Here's my setup and issue:Setup:The PC is the host and the VR players are clients.I have a custom scene management script here:Custom scene manager script All core game objects (Network Manager, Meta Networked Avatars, Scene Manager, an object spawner that is just a gimmick to drop little cubes), VR Rig, Players, Arduino manager(I'm using Uduino I'm fairly certain this is not the issue)) are set to Do Not Destroy On Load.Scene Management is enabled on the Network Manager.All network game objects in the second scene (indexed as Scene 1) are registered in the Network Prefab List in the Network Manager.The Problem:When I switch scenes (from the initial scene to Scene 1), the network objects don't sync properly:In the Editor (PC host), I only see
Development for all Meta platforms in Unity 6000 is broken, because of the Unity OculusXR Plugin.=========================================================================================== Version 4.2.0 of the OculusXR Plugin has a minimum version of Unity 2023.2. In Unity 6000.0.x (tested up to 9) it is non-functional. Head tracking is broken. Hand tracking is broken. Exceptions are thrown all over the place. The Unity OculusXR Plugin has not been updated since January, and it is now July, and we're on a whole different number system for the Unity Editor now.This defect is trivially easy to reproduce. Install Unity 6000.0.9. Create a new project based on the Universal Render Pipeline. Put a cube or something in conspicuous locations and delete the camera. Install the latest Meta All-In-One SDK. Install Unity OculusXR plugin v4.2.0. Then go to building blocks and put a camera rig and hand tracking in the scene.
I wanted to make an object's collider pokeable from any direction via PokeInteractable, but I had a really hard time figuring out how to do it (mostly because the Unity Meta XR API is hard to find and impossible to navigate).I finally figured it out, so I'm posting it here for the next person who's having trouble with it:PokeInteractable wants an ISurfacePatch rather than an ISurface, which is really confusing because the class names for both are just "FooSurface"; e.g. "SphereSurface" is an ISurface, but "CircleSurface" is an ISurfacePatch!So, you've added a ColliderSurface with a reference to your object's collider, but it won't let you drag that into the "Surface Patch" slot on PokeInteractable. The solution is that you have to roll your own ColliderSurfacePatch, but fortunately that's really easy to do. Here it is:using Oculus.Interaction.Surfaces; using UnityEngine; public class ColliderSurfacePatch : MonoBehaviour, ISurfacePatch { public ColliderSurface surface; public ISurfa
Hi All,Recently bough the Q3, for some reasoning using either Sidequest or Meta’s MQDH, when trying to upload APK’s to my Q3 headset I can’t get the authorization pop up to appear in my headset.I’ve rebooted several times, headset and PC and once in about 10 attempt the prompt appears, most times it does not any suggestions?Error messages I seeMQDH = “Unauthorized”Thanks,Vanzlooking for this to appear in Q3 headset,
I am using Meta XR All-in-One SDK to develop a Quest app. The SDK version used is v68.0.1. The following window always pops up whenever I open the Unity project or hit the 'Play' button in Unity Editor to debug. When I follow the instructions to "Meta XR > Telemetry", there is no response when I click the checkbox. This does not affect any other functionalities but is pretty annoying. I would greatly appreciate it if someone could take a look at it. I am on a clean project in Unity 2021.3.33f1 without any other plugins, and I disabled Unity Connect.
I have a problem using the meta sdk virtual keyboard in Unity. When the OVRCameraRig is set to Eye Level, the Meta SDK virtual keyboard works fine. However, when it is set to Floor Level, the raycaster and hands don't work properly when pointing at the keyboard.If I press on the canvas or other objects, the raycaster and hands are positioned correctly, so I believe the problem lies in how the keyboard's inputs are set.
Hello everybody,I am trying to create a VR scene in which the player should assemble a component building with different pieces, according to instructions.I am using the SnapInteractor/SnapInteractable logic, but once I have assembled the first two pieces I want to make them work like they are one piece.I want to grab them by one piece or another, dividing them only using two hands.At the moment, if I grab the Interactable piece they work like one, if I grab the Interactor piece it separates itself from the Interactable.Does it exist something to use for this purpose?
I am getting the issue in unity 2023 and when i am building and launching the app directly by selecting build and run in unity with sdk set to 33 it launches perfectly. But when i am uploading it to the hub it says the minimum requirement is 32. So when i switch to sdk 32 then the build fails as some require sdk 33 for compilation. Any solution for this ? I am using Firebase and open xr.
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My meta account is hacked.He removed my gmail and added his gmail in meta account which is connected with my facebook.So now he is able to access my facebook.And I can’t remove that meta account from my facebook as I have no access on that meta account.My account was hacked about a month ago then I recover it with my passport and I removed hacker email but I couldn’t delete that meta account.As a result he again wants to hack my facebook through meta account.Already he changed my date of birth in facebook.So now I am badly need support from meta horizon.And I want to remove that meta account or remove his gmail from that meta account.Help me please.
Hello,I am building an application in Unity and use OVRlipsync SDK to synchronize audio with my avatar. The SDK can synchronize audio with my avatar lips when in Unity Editor. However, when I deploy to hololens 2, the OVRLipsync does not work. I wonder if anyone can help me to troubleshooting this?I use OVRLipsyncMicInput to get the audio when I speak. the setting is attached in the picture. during the gameplay, I have also checked that my app can detect the Hololens 2's microphone and the mic control is constant speak. I am using Unity 2022.3.9f1
Hi, I'm trying to build a test application using unity after changing PC (it use to run and work fine). Now when I try to build and run I get this very long list of errors:Any idea of how to deal with this problem? Thanks. CommandInvokationFailure: Unable to install APK to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details. C:\Program Files\Unity\Hub\Editor\2020.3.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\adb.exe -s "1WMHH83CHG0505" install -r -d "C:\Users\User\Documents\VR_GPU_Instancing_Graph\test.apk" stderr[ adb: failed to install C:\Users\User\Documents\VR_GPU_Instancing_Graph\test.apk: Failure [INSTALL_FAILED_UPDATE_INCOMPATIBLE: Package com.DefaultCompany.VR_GPU_Instancing_Graph signatures do not match previously installed version; ignoring!] ] stdout[ ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEdi
Hello! I have a Meta Quest Pro pro device and am interested in using the eye tracking feature over Oculus Link on a Windows host machine while developing in Unity. However while I'm able to get hand tracking working over Oculus Link - the eye tracking fails to initialize even with permissions enabled. This is a scene that works as expected when deploying an Android build to the device directly. It logs this when trying to start the app with the Oculus Link:"[OVREyeGaze] Failed to start eye tracking."When adding log statements in the project I see that the "OVRP_1_78_0.ovrp_StartEyeTracking()" function (and therefore "OVRPlugin.StartEyeTracking()") is returning a failure but I'm not sure how to see the error: if (!OVRPlugin.StartEyeTracking()){ Debug.LogWarning($"[{nameof(OVREyeGaze)}] Failed to start eye tracking."); return false;}I've seen other posts displaying beta eye tracking support in the Oculus app but I no longer see those options in the latest version of the app. Is
I need to attach virtual object to my REAL body. (using XR). I need to see belt on my real body via oculus. How can I do that? (I don't need to show any avatar - like it's described in
Hello everyone, I'm new in developing with Meta SDK. I use Unity in Windows 11, build 2022.3.49f1 and downloaded Meta All in One SDK.The Meta XR Simulator doesn't load, in fact its windows remains blank.I set up the scene using building blocks and followed tutorials to configure the project correctly (installed XR plugin manager, tick Oculus setting...)The console shows me a list of warnings that i can't interpret being a total beginner. I asked chatGPT and told me that the error its in OVRPlugin, but as I understand it shoud have been correctly installed by the Meta All in One SDK. I ask you for help,thank you very much.Regards
Using Unity XR Input, the Quest 3 controllers return supportsBuffer as false, however I was fairly certain that I had seen this returning as true before several months ago and given the supposed haptic capabilities of the Quest 3 controllers I would expect this to be supported. This is with using version 1.7.0 of the Input System package and Unity Engine version 2022.2.18f1.
<bottom> Is a great SDK a very exciting part of VR and augmented reality. I think we should all work together and create the best and most amazing tools. The world has ever seen. AugmaDev
Hello!Playing with Unity VR and try to make a tennis game. The problem with ball physics. I added physics related things like rigidbody, collider, material. I can keep the ball on my racket but when i push it up quickly the racket goes through my ball. The same when i swing. strange behaviour. Params for the ball:Drag: 0Gravity: trueCollision detection: Continuous dynamicParams for the racket:Drag: 0Gravity: falseCollision detection: ContinuousisKinematic: trueWhat am i doing wrong? Or maybe Unity does not support ball interaction physics and i need to develop a custome one for that?
Hi,I'm developing an MR app on Quest 3 based on Unity. I am using an official cable to connect the Quest 3 and my PC. However, I found that after upgrading the Meta XR All-in-One from Oculus Integration, the Passthrough mode becomes laggy (very low FPS, as shown in the GIF below). The controller in the game cannot follow the real controller (about 1-second lag).I just updated the new OVRCameraRig and reset the passthrough mode. I also tested some official MR examples, and they have the same issue. Btw, the VR mode doesn't have any problem. Does anyone have the same issue? What can I do to solve this problem? My settings are shown below. Best wishes
Hello Community,I have the following problem:I created an unity project with only the colocation building block (and all the dependent building blocks) and Auto Matchmaking Building Block. I also uploaded the apk into the dashboard, created a new channel and added three test users to the channel. On the two headsets I logged in with two different test users. But when the second headset tries to load the shared spatial anchor I get: "Failed to share the spatial anchor" error message on the first device.My fear is, that it is impossible (only for testing purpose) to build an Unity Application with Meta's Colocation Building Block without having a verfied organization in the Meta Quest Dashboard.
Hello there, I have a game with feature were every eye have a different color. For this feature I`m using post-processing. In Unity Editor all works good, but in apk build it has issue, when game started image starts render in a really bad way to total black screen.Here is video what is going on https://imgur.com/a/cbtvq5X
Why in URP only this two targets available? Cause I`m really need this feature for Eye per eye.
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