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Hi, I'm working with the Meta XR Audio plugin for Unity v69 and everytime I start baking acoustics for the current scene following exception occurs. Is there any workaround? Is the baking process finished before the exceptions is thrown?: System.NullReferenceException: Object reference not set to an instance of an objectat MetaXRAcousticSerializationManager.BakeAcousticsForScene (UnityEngine.SceneManagement.Scene scene, System.Collections.Generic.HashSet`1[T] sceneGroups, System.Collections.Generic.HashSet`1[T] geoPaths, System.Collections.Generic.HashSet`1[T] mapPaths, System.Action OnStart, System.Action OnFinish) [0x00174] in .\Library\PackageCache\com.meta.xr.sdk.audio@69.0.0\editor\MetaXRAcousticSerializationManager.cs:266at MetaXRAcousticSerializationManager.BakeCurrentScene () [0x00001] in .\Library\PackageCache\com.meta.xr.sdk.audio@69.0.0\editor\MetaXRAcousticSerializationManager.cs:51at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Refl
I have been working on a MR project that uses the Meta SDK ver 67 with Unity 2022.3.24.It is a game where insects are spawned on a tracked table in the room (space setup is done with only 1 table in the room).Everything was working perfectly a few days ago suddenly when on Oct 3, 2024, the insects are no more visible. I have debugged in many ways and there are no errors, and everything is working as expected and insects are spawning in the build too - but just not visible.Also, the insects are visible when I test it in the play mode in the editor with MRUK room prefabs.I think it has something to do with the headset update as before Oct 3, I was facing an issue where my ray pointers from hands or controller were not showing that round cursor on the UI and was offsetting somewhat behind the UI, I guess. So, the day when the insect not visible bug came, this raycast issue was also fixed in the headset and I have not encountered it since.
I'm probably asking a repeat question here. In the event this matches a similar ask - then there must be an answer. Scenario:I have integrated META Platform SDK into my VR App being developed in Unity Engine. 1. Latest Platform SDK integrated in App check2. Leaderboard Setup including setup in Unity check3. Test users created check4. Test from Editor check and validated5. Signed in with test user account on Quest2 Device check6. Build to device using Android 12 API level 32 check7. Leaderboard score test on device (FAILED!!!!!!!!!!!!!) Can someone tell me what I am missing please 🙂
Hello! I'm working on a MR experience and would like to apply a passthrough surface to the walls of my room. On this passthrough surface Id like to gradually fade the passthrough effect so that the ceiling and top portions of each wall show digital content and the lower half of the room displays the physical space.Right now Im using a stencil shader attached to the ceiling to display content which you can see in the photo below. Basically instead of the hard edges on the stencil mask attached to the ceiling I want it to gradually fade into passthrough. Im pretty new to creating custom shaders so any advice on this would be greatly appreciated!! Thanks in advance.
When using any of the newest SDKs for unity v68/69 the game scene moves uncontrollably all over the place but ONLY WITH HIGH GPU USAGE. This is the most interesting bug I had ever encountered, it can sometimes appear with 72hz as gpu usage is fairly low but skyrockets to all the time when using 120hz due to different gpu usage. Please take a look at it as its driving me crazy , thanks. I can provide all the logs I canhttps://youtube.com/shorts/6_L4EsU9SMY
I'm encountering an issue with repositioning the virtual keyboard during runtime in my Unity application. The problem arises when using Floor Level as the Tracking Origin Type in OVR Manager. The virtual keyboard is automatically positioned at floor level, which makes it appear too far from the camera, and I am unable to move it to a desired position.I've tried setting a custom position for the keyboard, but the repositioning doesn't seem to work when the tracking origin is set to floor level. Interestingly, everything works as expected when using Eye Level as the tracking origin.Is there a known way to reposition the virtual keyboard when using Floor Level tracking? Any help or guidance would be greatly appreciated!Here’s a reference to the documentation I’ve been following: Meta Documentation: Unity Virtual Keyboard Custom Integrations
I am new and getting familiar with Meta XR Simulator and ran into a frustrating issue which I can’t seem to find any answers for. I have done a few tutorials on using the simulator. I can connect my Quest3 device to the simulator running in Unity and test my scripts using the interactions I have bound and I see the Game Objects I have added to my scene. The problem is that when I physically connect the headset and hand controllers and calibrate them, they don’t behave the way I expect them to. For example, when I move a controller around with the headset camera facing me, they don’t move around in the synthetic environment the same way. Moving forward and backward seems to work but left and right does not. Also, one controller seems to move more than the other for the same gestures. See the screen shot for a concrete example of what I see in the simulator when I hold the two controllers next to each other (thumb to thumb). They never move any closer than what is shown in the picture.Wh
Looking at the current Unity hand tracking docs:https://developers.meta.com/horizon/documentation/unity/unity-handtracking-hands-setup#hand-skeleton-versions It mentions the OpenXR hand skeleton can be selected in the OVR Manager instead of the OVR hand skeleton (since version 71 of the Core SDK). I can't seen to find this setting in Unity, and the asset store version of the Meta Core SDK is only up to v69.0.0, just wondering if there is something I am missing, is this something I can access now, or is this a coming soon feature?Is there perhaps a beta channel for the Core SDK?Cheers
I am posting here as it doesn't let me post in the the SDK forums.I am trying to understand how to use the Dictation feature of the Voice SDK in languages other than English. I think I can set the default to a language and maybe change the configuration? Not sure. Also how could I have more than one language active? I would like it to detect and understand different languages, or at worst be able to change from some menu setting at runtime.
Hello I need to develop a MR experience for working purpose. I am new to the topic. I have seen there are various way to develop a project, like Unity, WebXR ecc. Which one would you reccomend? If I develop the project on Unity can I create an application with limited access?Thank you in advance for the helpAlessandro
Hello, I'm trying to use Unity UI Scroll with UIButtons inside, but i can't get em to work with the controllers, but its working fine with hands gesture. The problem is with the sensitivity of the button to unselect, like if I can hold the controller without shaking its possible to selected but the normal use, the simple act of pressing the controller you move a little and the MetaQuest only registe the scroll movement and not the click.
Hello, I am developing an application for a teaching setting where multiple students would enter a multiplayer session and ideally the teacher sets this up in advance. However, often the users have never used the headsets before meaning that it become challenging to even find the application on the device and even more to enter the multiplayer session in the corresponding app. That is why I wanted to ask if there are ways to automatically launch an application on multiple devices originated from a command of the teacher. This command can either come from a desktop application meaning I would develop it and then the students devices are registered there or ideally it comes directly from the application and the teacher can just launch the headsets from there. moreover, it would be also great if the students headsets automatically join the multiplayer room as soon as they are in the application. Any ideas how I could do that in unity? I am looking forward to some ideas!
Hello everyone,I am developing a Meta Quest app using Avatar SDK 24.0 and Photon Fusion. Yesterday, Meta updated the avatars, and they now only work with the new SDK. Unfortunately, the building blocks I am using rely on the old SDK, but I really need to switch to the new one because it's crucial for my app that players can change their appearance.Could someone help me configure the new Avatar SDK with Photon Fusion?
Hi, everyone!I am developing a VR application and wanted to try using the new Immersive Debugger to see Console logs. I followed the Meta usage guide and built the app, but the debugger didn't show up. I can see the dots on the plane where the debugger should be, and I can even interact with them (the pointer changes), so the debugger is there, it's just invisible.The development build check is on. Unity version 2022.3.45Has anyone faced a similar issue? Maybe you have some ideas on what could possibly resolve this?
Hi, We are facing an issue where the UI TextMesh Pro dropdown interaction is not working, but other UI elements are functioning correctly. Consider the following scenarios: Scenario 1: We have a screen space overlay canvas that is converted into a world space canvas at runtime. Methods used for UI interaction: Ray interaction. Collider surface for interaction. In this scenario, the UI dropdown is not working. Scenario 2: We have a direct world space canvas, and using the same methods, the interaction works fine.Please help us to resolve this issue.FYI - we are using the meta sdk version 65.0.0 Thanks in advance.
Meta XR Core SDK: 68.0.2Unity Version: 2021.3.41OVRPlugin.cs is not correctly compiling for scenario where XR is not supported. The references are unresolved because WebGL does not support OVR and OVRPLUGIN_UNSUPPORTED_PLATFORM is true. When building for WebGL platform I get these errors:- OVRPlugin.cs(5389,9): error CS0103: The name 'pose' does not exist in the current context,- OVRPlugin.cs(5390,9): error CS0177: The out parameter 'result' must be assigned to before control leaves the current method
HiI'm developing a PC VR app with the Oculus integration for Unity. In this app, the virtual space should should align to the physical space.-The documentation states that one should use the "stage tracking space" when creating apps like this to keep the view re-centering function from messing with the alignment.https://developer.oculus.com/documentation/unity/unity-ovrboundary/-On the OVRManager, I've set "TrackingOriginType" to "Stage" and disabled the "AllowRecenter" option.In an Android build, it seems to have the effect which is described in the documentation. But in the Editor or in a Desktop build with the Quest2 in Link mode, the view/alignment still resets when re-centering manually or after the headset was taken off for a few seconds.-Are those options only supported on Android Quest builds or am I missing something?Would there be an alternative way to keep the virtual world aligned with the physical one?
0I am developing a mixed reality application in Unity using the XR All-in-One plugin from the Unity Store with a target device being the Quest 3. I've successfully integrated the RigCamera, Hands, and Controllers tracking, as well as enabled passthrough using BuildingBlocks. However, I'm experiencing a noticeable delay in the passthrough feed from the real world — about half a second — while the virtual world interactions remain at full speed, causing a mismatch between the two.Steps I've taken so far:Ensured all configurations in 'Project Settings -> Meta XR' are correct.Updated the project settings for Android build.Tested with Unity version 2022.3.20f1 LTS, as recommended by Meta.Enabled passthrough in the Oculus properties appI've also recorded a video demonstrating the issue. You can see how the virtual hands or/and controller react immediately when I move in the real world. However, the passthrough is really slow, causing this mismatch I have been talking about.
Update: I've solved this by using a different vr template (https://github.com/Resistance-Studio/UnityVRTemplate)My end goal is just to get my project working, but I can't even get networking to work on an empty vr project. I can create connections just fine when I'm running in the editor or running on the headset through the editor, but a soon as I try to build to an apk and load that onto the headset, I get "Access Denied" no matter what I do.The code I'm testing: public class UnityThread : MonoBehaviour { void Start() { Debug.Log("A"); Socket testSocket = new(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); Debug.Log("B"); } void Update() {} } Everything I've tried so far:UdpClient testClient = new EdpClient(12345);Socket testSocket = new(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);Permission.HasUserAuthorizedPermission();Permission.RequestUserPermission();creating an empty vr template projectusing AARs to add d
This looks like a bug (but perhaps it's something that was done for a better streaming experience.) HMDMount/HMDUnmount notifications don't occur when casting. Querying the UnityEngine.XR.InputDevice API behaves as expected for the CommonUsages.userPresence query, but always returns true when casting, even with the headset off for a significant time. Ditto with the OVRPlugin.userPresent property queries.For some applications, a safety warning notice needs to appear, followed by explicit user agreement, when it's likely that a user has passed on the headset. However, when casting, this cannot be done.Is there any other way to get this information - assuming the always-true result is intentional - short of directly querying the Android OS's proximity sensor API via plugin?Any info greatly appreciated.
Hello, I am developing a simple application that simulates walking in a virtual forest, and lets the user change to passthrough ( and back) with a simple gesture of the hand. The character has a canvas following the camera using this script: using UnityEngine; public class CanvasFollower : MonoBehaviour { public Camera cameraRig; public float distance = 2.0f; public float smoothTime = 0.3f; private Vector3 velocity = Vector3.zero; private Transform target; void Awake() { target = cameraRig.transform; } void Update() { // Calculate the target position at the specified distance in front of the camera Vector3 targetPosition = cameraRig.transform.position + cameraRig.transform.forward * distance; // Smoothly move the canvas to the target position transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime); // Make the canvas face the camera by
When trying to use our custom hand poses in Unity, the hand position is now offset from where it was with the old avatars. The "wrist offset" variable has been deprecated and no longer used. I have noticed that other meta applications (Horizon worlds and workrooms) have had their hand poses when grabbing objects have also been removed.Before assigning resources to try to fix this issue, is there going to be a fix in a future update?
Hi, thanks for help, I got a problem making a login, I'm using the virtual keyboard, so there's an option where you can change the position, if you need it near or far, I'm using the near option, i did read the documentation, but i just can't make it workAnd also floor tracking in the Camera, so the thing is that it just stays in the floor when I play it in my Quest 3.here are the errors. I guess the first one is the important one, the last one is something I'm doing for testing, and the others i don't really know.As i said, I'm using a Quest 3 headset
Hello guys, I was publishing my Unity XR apk on Oculus Developer Hub, but white uploading an error pops out. It says -The focus aware manifest meta-data tag must be set with required="true". More information can be found here: https://developer.oculus.com/distribute/vrc-quest-input-4/I have been on the link provided but there is no help over there, how can I resolve this issue please help
I'm developing an application in VR where I want to display content in 2 languages in English and in Arabic. What would be the standard of developing such application. 1) I can put up a toggle button on each panel where I'm showing some description to convert text to English or Arabic.2) I can get the default language of device if its Arabic then I can only show the text in Arabic and vice versa.How to know the default Language of device if I have to opt second option?
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