Unity Development
Recently active
Using UnityXRComprehensiveRigExample scenePointers are working - hand interactions are not. XRIT sample scene hand interactions are working correctly.Failed to suggest bindings for interaction profile '/interaction_profiles/microsoft/hand_interaction' with result 'XR_ERROR_HANDLE_INVALID'.UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Unity 6000.0.23OpenXR Plugin 1.12.1XRHands 1.5XRIT 3.0.6XRPM 4.5.0
Hi there,I am facing an issue with my mixed reality app since i switched from the deprecated Room Mesh Controller to the "new" MR Utility Kit. The problem is, that the app is not getting the room data of my scanned room and directly loading one of the fallbacks inside the app, so the room data inside of app is completly different to my real rooms data. The "funny" thing is, that the app is always asking if i wanna setup a new room scan or continue with the existing and showing me the correct room scan i did before, but after accepting the room scan it still not taking the scan inside the app and keeps loading one of the prefabs.first of all, i am using the version 64 of the Meta SDK, because in the newer version 65 the feature got even buggier and it is not even showing the general necessary room setup and continues to the app without any prefab room setup lolAnd for those ones, who say: "just deactivate the Fallback case with the Prefabs inside the MRUK Component" I did exactly t
Hello, we are upgrading from the old avatars to the new v29 avatars. I have noticed that in all the demos for the new avatars, there is not a 1:1 relationship between the location of the headset/controllers compared to where the avatar places it's head and hands. For instance, in the "legsnetworkloopback" demo scene, if I start the scene sitting, the mirrored avatar will be standing and continue standing when I stand, not changing height at all. This means that I can be moving around a lot and it is not reflected at all in the appearance of the avatar... So in a networked environment, that means that if I point at a plant or something, other users will see my avatar at a different height from where I actually am and I will be pointing at something else.Request: Does anyone know a way to restore the relationship between the floor and the users head back to match that of the avatar? This discrepancy between the actual locations of the rig and the positioning of the avatar causes all
Hi,I've had a problem with making the stereoscopic option work for the splash in the OVR project config.My texture is formated correctly, background set to passthrough.When I build and run on device (Quest3) it just renders as a normal texture side by side, rather thanper eye as expected. Am I missing something in my build settings here?I'm running Unity 2022.3.20f1
Hi everyone, I'm trying to save a spatial anchor, but the method "var result = await anchor.SaveAnchorAsync();" is causing this error:2024/10/18 10:41:34.675 9468 9487 Error OVRPlugin [SaveSpaces] m_XR_META_spatial_entity_persistence extension is not supported. (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:18491)Also, the SaveResult is FailureUnsupported.I really don't understand what the problem could be. Can someone help me?
Hello,I need to run the TTS locally as the device wont have access to internet where we use it. The TTS SDK uses wit.ai which means the need for an internet connection. Does anybody know how will it be possible to run TTS locally?
Hello, I developed a simple Multiplayer App using Scene API and Passthrough. The players should be able to use the same objects in passthrough in the same room. The problem is that when one enters the multiplayer instance of the other the objects are not aligned and on completely different locations. Share Point Cloud Data is turned on.Could it be the problem that I have the same account on both glasses?
hey everybodythe ovr_User_GetLoggedInUserRecentlyMetUsersAndRooms() API cannot be found in the Unity V66 package, possibly because it was removed along with the Rooms API? now how can I retrieve RecentlyMetUsers
My unity app when played on two devices under the same account shows a message that that's not supported.It used to be supported in other apps i built. Is there a setting that needs to be turned on now?Im building sims for my college for multiple students at the same time to do this solo activity. Its not a multiplayer simulation. Thanks for any help you provide in advance.
Hello! Can you please tell me how to install hand controllers on Quest 2. Adding OVRControllerDrivenHands component to OVRInteractionComprehensive did not help.doc Hands are not displayed in the examples either. I tried in versions 65 and 62
I saved the anchors' uuid in the playerprefs after creating them - it's getting created successfully. Then, I tried to load the anchors in the same session without quitting the app (my use case is to visually clear the anchors after saving and loading them on the user's command) - the resultant anchors-array from LoadingUnboundAnchors is NOT null but it contains only anchors from last session. Once I quit and reopen the app, the anchors are loading successfully. I want to load them before quitting the app as well (I mean in the same session). Any ideas on why this is not happening?? Or any suggestions on how to implement this? OVRSpatialAnchor.LoadUnboundAnchorsAsync(loadOptions).ContinueWith(anchors => { if(anchors == null) { Debug.Log("Anchor Sample: Load anchors failed with null result."); } Debug.Log($"Anchor Sample: anchors available {anchors.Length}"); //length is zero if loaded in the same session or it is equal to the number of anchors created till the last sessio
I am getting the following errors when trying to add the new Meta Avatars SDK Sample Assets to a clean project using Unity 2022.3.22f1: Assets\Samples\Meta Avatars SDK\29.7.0\Sample Scenes\Scripts\UI\UILogger.cs(367,17): error CS0246: The type or namespace name 'UIInputControllerButton' could not be found (are you missing a using directive or an assembly reference?) Faild to find entry-points: Assets\Samples\Meta Avatars SDK\29.7.0\Sample Scenes\Scripts\UI\UILogger.cs(367,17): error CS0246: The type or namespace name 'UIInputControllerButton' could not be found (are you missing a using directive or an assembly reference?) What steps can I take to resolve errors?
And also even those tutorials have been made in 1 year ago or something and the stuff they use doesn't exist anymore( The Components, etc from Oculus ). So i wonder if anyone could give me a tip if what i'm doing is kind of making sense.I wanna do movement( playing is stitting Or standing not roomscale) and also Handtracking and or the option of touch controllers too.. So i used this tutorial series here( i'm not done watching it i'm in part 3).Hand Tracking and Touch Controllers tutorials and then i used the tips from this page for locomotionhttps://circuitstream.com/blog/vr-locomotion/ And I dont know what the second thing meant by XR rig cause when i go to the GameObjectmenu/XR/ there's no thing called XR rig to select. So i didn't use that instead i just chose the Locomotion System underGameObjectmenu/XR/ So Summary isI included the prefab called "INteractionRIgOVR" which contained everything for Hands and was already set up completely as opposed to the t
Just wondering if there is an official way to disable interactor within the original scripts. For example, I don't want the poke to work unless the hand is pointing (grip button pushed, index not touching, and thumb doesn't really matter). I made a script that disables the interactor gameobject if the grip is not pushed but it seems like this is something that ought to already be built in. I'd prefer to use built-in if available because it seems that whenever I make my custom scripts then they always get broken with future meta updates.
Hello, I have a project in Unity with virtual reality, we are working on the project with Oculus Integration but I need to migrate to XR ALL IN ONE. What is the procedure?
Hello there, I work on a project that uses both the Oculus SDK and the Meta Avatars SDK. Now that the Quest has shifted to the new avatars, it seems we have no choice but to use the v29 Meta Avatars because otherwise users cannot see their most recent avatar in our app.We were alright with the idea up upgrading to the newer avatar version but the avatar SDK has a whole bunch of overlap and conflicts with the version of the Oculus SDK that we are using. So now we have to upgrade our Oculus SDK as well.The problem is that the new Oculus SDK has closed of some of the code that we had made an essential change to. Due to our multiplatform approach we had a small edit to the PointerEventData so that all of our platforms can use the same interface with the Unity UI system. This change is no longer possible with the new Oculus SDK. TL;DR1. It is not an option to keep using an older meta avatar SDK because users cannot change their avatar2. It is not an option to update avatar SD
Recently I've been experimenting with using OVROverlay to render the UI for my app as the quality is much better than what can be achieved by default with Unity. Since the app displays the controllers at all times, I tried using an Underlay to display the UI. The one issue I'm having is handling transparent spots inside my UI. So far, all of the examples with Underlays are displaying an opaque object and I can't figure out how to make it work with my UI. Here's how it looks.The first image uses an Underlay to display the UI, while the second is a regular world space canvas. The black background (1st pic) is a Quad with Underlay Impostor material. I understand that it is needed in order to render the Underlay but I'm having an issue with the empty spaces in-between that become filled. If I understand this https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovroverlay/?locale=en_US correctly, by using Underlay, I'm placing the UI behind everything else in the scene.&nb
https://developers.meta.com/horizon/documentation/unity/tk-tracked-keyboard-samples/This sample doesn't work for Unity 2022.3.16f1, Meta SDK v67, Logitech MX Keys Mini for Mac, Pale Gray.Whenever I select the input fields, I couldn't type anything.This probably duplicated but because the previous issue has been marked as solved, I'm creating another onehttps://communityforums.atmeta.com/t5/Unity-Development/Tracked-Keyboard-SDK-can-t-type-to-the-input-field-in-the/td-p/968879
Hi all, I'm using the TrackedKeyboard sample scene (Oculus/VR/Scenes/TrackedKeyboard) to test the tracked keyboard SDK.I can connect my physical keyboard successfully and see it in the scene. However, I can't focus on the input field and type anything. Those are the issues I've encountered:* Clicking the input won't show the caret* After clicking the input, typing with the connected keyboard won't type anything into the input.* I can use the physical keyboard to interact with other UI elements in the scene (checkboxes, buttons)* If I check "Requires System Keyboard," I can use the system keyboard to type into the input. However, there is still no caret, and it seems like the input is not focused. Attaching some gifs to demonstrate the above symptoms:https://imgur.com/X0xKrzqhttps://imgur.com/fuMn0sOI've tried the solution that was suggested in this thread, but still no luck.Any ideas?
Hello,I am developing a scene in which the player builds an object with different Lego pieces.I want to obtain a high level of realism, and for this reason I want to allow mistakes.The player must be able to grab pieces from different poses, and I have achieved that with HandGrabPoses.Now I am working at Interactions between pieces when they are built.I am using SnapInteractor for pins and SnapInteractable for straight pieces with holes.The user must be free to attach pieces from both sides, so I have added two different SnapInteractor, for each side of the pin.The problem is that Unity only recognise one SnapInteractor, and always snap the pin at the same side.The other SnapInteractor only works when the first SnapInteractor is disabled.
I am currently using the latest meta SDK package 68.0. My Unity editor's version is 2022.3.49. I have finished most of the setup excepting really connect my unity with a VR headset I try to run my XR simulator inside my unity editor but the only thing showed up is the Synthetic environmentServer with a default room image (no UI, no controller just static image). I have finished most of the setup following the official documentation excepting really connect my unity with a VR headset. Is this the problem why I can not open it?? Pls help me 🙏 tks yall
Hello,on quest 3 and 2 with v.69 the app was working.In unity in playmode with latest sdk is working.Starting with V.71 update, when i call "IAP.GetProductsBySKU(skus).OnComplete(GetProductsBySKUCallback);" i get the following error:OCApiException code:10 application does not have permission for thisI'm trying to get my add-in price and information from the store.Is it only me?thanks
Issue Description: Hello Oculus Community,I've been working on a project that involves integrating the Oculus Voice SDK into my Unity application. I followed the official documentation and tutorials provided by Oculus (https://developer.oculus.com/documentation/unity/voice-sdk-tutorials-1) to implement voice commands in my VR experience. The development process went smoothly, and I successfully built the application.However, after deploying the build on an Oculus device, I encountered an issue with the microphone functionality. The application does not seem to be recognizing or using the microphone at all. As a result, users are unable to utilize voice commands within the VR experience.Here are some additional details about my setup:Unity version: Unity 2021.3.15f1Oculus Integration package version: 2020.3.16Oculus device used for testing: Meta Quest 2Steps I've taken to troubleshoot the problem:Checked the microphone permissions on the Oculus device to ensure that the application has
I seem to be able to update to the latest version of Core Meta SDK (v.69) just fine, but then after the Unity Editor restarts, the path to package cache is wiped and the Unity console endless prints the error below. Has anyone else experienced this and if so what was the solution? I am going to try adding an environment variable to see if that has any effect, but any help or feedback is appreciated. There was a path set here prior to updating but it is blank with no option to add a path after updating and restarting the editor.
Steps to reproduce: Quest Pro (factory reset), probably any version of Unity (tested with 2020.3.48f1, 2021.3.20f1, 2022.3.2f1), XR Plugin Management > Oculus, Oculus Integration 54.1, Oculus App > Settings > Beta > Developer Runtime Features ONOculus Link & Unity Editor crashes on Play Mode with a fresh project (settings described above).Disabling Developer Runtime Features in the Oculus App fixes the issue. However, this is not an acceptable workaround for developers who need to make use of these features.Thanks!
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.