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Hi folks,I'm new to XR development and currently working on creating a grabbable object that responds to different hand grab poses depending on the player's holding rotation.I'm struggling to find any documentation or resources on how to achieve this, and I'm a bit stuck at the moment. If anyone has experience with this or can point me in the right direction, I would really appreciate your help!Thanks in advance!Ofir
I want to extend the snap Interactable behaviour of the latest Oculus SDK for Unity to be used from the distance (I.E. grab something from near and put it in a "slot" in the distance). Do you have any suggestion of how can I achieve this with the current SDK? What code should i look to extend?
I have a lot of issues with immutable folders in the new Meta SDK packages.I tried different things to but the error keeps coming back in different projects.I first installed Meta Core SDK, I installed 4 building blocks. XR rig, passthrough, controller and hands building block. After this I imported the Meta interaction SDK and get this error:Saving Prefab to immutable folder is not allowed: Packages/com.meta.xr.sdk.interaction.ovr/Editor/Blocks/Interactors/Prefabs/[BB] Hand Ray.prefabUnityEditor.EditorApplication:Internal_CallGlobalEventHandler () This is driving me crazy, I tried different ways, even deleting the packagecache but it keeps coming back.
Hello,We would like to upgrade our project to the latest Avatar SDK and use Avatars 2.0.Our current app design requires a half-body avatar in third-person view. However, this is not currently possible as the manifestation parameter no longer affects the appearance of the avatars. Switching to first-person view shows an avatar without legs and without a head, which is not suitable for third-person view.Is there a workaround to display the Avatar 2.0 with both a half-body and a head at the same time? Is there a plan to support this in Avatars 2.0?Thank you!
Hi everybody,does anybody know how to get the selecting Interactor of an Interactable?I tried basically everything and am sure that there is a simple way to do this but I could not find it. When looking into the Meta SDK Doc it says that one should use the Data Property, however the script in that "tutorial" is simply wrong, since following line throws an InvalidCastException: Specified cast is not valid.HandRef handData = (HandRef)pointerEvent.Data; I've seen that there is the IsGrabbing() Method for HandGrabbing, which of course would be great, however it doesn't exist for the controllers. If anyone has done this (which I guess someone must have done that, right? I still couldn't find anything about that), any help is greatly appreciated!
I updated my meta quest link app to version 71.0.0.167.524 on the date 9/30/2024. Since I have updated earlier this week, I have a new error that I face everytime I click into play mode in my editor with link. The error is"Microsoft Visual C++ Runtime LibraryRuntime Error! Program:This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information."I tested, around the error and it does NOT occur when running play mode normally or with the meta XR simulator, and it DOES occur 10/10 times when starting playmode with Quest Link open, which confirms the culprit. I searched the internet and the unity logs for more information but wasn't able to find answers. Please let me know if there are more logs that would be useful to attach from the Quest Link software. This error is blocking my work everyday this week, i'm working on a game that is about to ship, and now I cant get in headset to test in edito
Hi. Can someone please help me on how to edit hand grab pose? Lately, I couldn't edit the hand grab pose.
Hi all, this is something I pinged Carmack on Twitter about directly a few days ago. Linked to the thread for context; there's more illustrative screenshots that I've attached there as well. Trailed off after a few exchanges (can't believe he indulged me as long as he did!), so feedback with other Oculus staff via either @imperativity or @vrdaveb would be really valuable as well.I'm trying to figure out if it's possible to remove the thin "pixel border" that appears around all continuous sections of coplanar UI that are rendered by OVROverlay. It doesn't matter if they are rendered via the "single Overlay instance w/a Camera and a Render Texture"-based approach, or just individual textured Quads with OVROverlay Components on them.Just took a screenshot that I think demonstrates what I'm referring to pretty clearly:Our whole UI was built using Canvas, so the Render Texture approach was mandatory since the UI had already achieved a complexity that was unscalable for a maximum 15 individu
I'm facing an issue where I need to add a test payment card for test user, but every time I try, I receive an error with code 1891019. (last Trace ID: Bqexn/rLgdE)...
So I have a VRTK (3.3) teleporter pointer setup to work with the controller left button One press. When I setup hand tracking using the OVRHandPrefab and set the Oculus manager to Hands only for some crazy reason doing a Pinch with my right hand activates the teleporter. I cannot figure out why!! The only scripts related to hand tracking i have are on the prefab. And really I want to know HOW its simulating the button press / activating the teleporter so I can use pinches to simulate other button presses!Anyone have a clue how/why this is happening?
Quest3.I have Eye tracking enabled on the Oculus PC App, Eye tracking is set as supported on the OVRManager, it is set as true on the permission request on start up.Public Test Channel on the oculus app is enabled and downloaded latest version.The OVR Eye Gaze component is disabled on play.What am I missing here?
Hello,I was wondering if anyone has used an external positional tracker (e.g., Optitrack) for their Meta Quest Pro's transform whilst keeping the eye tracking capability. As far as I can tell, I need the OVRManager Script to access the eyetracking and the documentation/commenting on the OVRCameraRig scripts (i.e., OVRCameraRig.cs and OVRManager.cs) are vague and confusing as to determine what is actually providing the HMD transform. If anyone could break down which component or line is responsible for the updating of the transform, that would also be helpful.Trying to avoid the potential of positional tracking drifting or failing over time when running experiments in the lab.Thanks for any help
I am working on a Unity project and trying to implement Oculus Leaderboards. I am getting following errors and unable to fetch the scores. DllNotFoundException: LibOVRPlatform64_1Oculus.Platform.StandalonePlatform.Initialize (System.String accessToken) (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:32)Oculus.Platform.StandalonePlatform.InitializeInEditor () (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:24)Oculus.Platform.Core.Initialize (System.String appId) (at Assets/OculusPlatform/Scripts/Platform.cs:114)PlatformManager.Awake () (at Assets/PlatformScripts/PlatformManager.cs:40)It will be great if anyone can assist me with the issue, How to fix it?
Hello everyone! I'm excited to join the community and connect with all of you. I'm new to this space, but eager to share and learn. Looking forward to making new friends, discovering great content, and having fun conversations.
Hi community, I'm trying to get my Unity Quest 2 application (standalone) updating the headset refresh rate to the maximum availableProblem: Updating to any refresh rate higher than the default 72 causes the physics to start stuttering. When I grab an object with a rigidbody and start moving my hand I see it jittering/choppy movementWhat I've tried: OBS shows the in game FPS is meeting the cap 72/90/120, and everything else except physics based movement is buttery smooth. My understanding is that physics has it's own timestep value `Time.fixedDeltaTime`. I tried updating that in my refresh rate code below:Additional info:My time settingsUnity Version 2021.3.12f1URPAny help is much appreciated, thanks
Hi all,I'm trying to affect a rigidbody's angular velocity (which is a Vector3) based on the current angular velocity of the touch controller.OVRInput has a GetLocalControllerAngularVelocity method but this returns a Quaternion and not a Vector3.If I get the Eular from the returned quaternion then it's a really high number (i'm guessing it's in degrees as well) which means the rotation is way too high when affecting the rigidbody's angular velocity.I've also tried converting the eular to radians but that doesn't seem to work correctly either.Does anyone know how you can get the angular velocity of the controller and apply it to a rigidbody's angular velocity?
so for a while now ive been learning to use unity and the meta sdk's with it. i decided to make a vr game and uploaded it to alpha all went great except now i dont know how to access the app for beta testing so my friends can use it. please help!
Hi folks, every time we try to "Build and Run" to our Quest 2 device, the process gets as far as "copying apk package to device" and then freezes indefinitely. This is despite the fact that it was building and running successfully a few days ago. Things we've tried:Deleting the build from the deviceDeleting the local build files and rebuilding from scratchResetting both the Oculus and Unity multiple times.We're using Unity 2021.3.2f1 and the Quest 2. I found one or two references to this issue online but no answers. Would appreciate any advice...
Hi, I am running into a weird bug when I try to load the OVRSCENE if I install my build in my headset via the MQDH and open the app fast enough to get it to load before the quest connects to the Wifi I will run into the issue.once the app is loaded I will be directed to the RoomSetup screen, upon returning to the app I will get the following message.There is no scene model, but we have already requested scene capture once. No further action will be taken.if I request to do the room setup again withOvrSceneManager.RequestSceneCapture();the capture will return without errors but no scene model will be loaded.the problem will persist even if I close the app. It will stay until I reset the headset. once I reset the headset and allow it to connect to the wifi and internet, it will load the scene model without a problem. after loading it once then I can open the app without wifi.... is this by design or am I missing any required setup?
I just started to incorporate MetaXR Acoustic Ray Tracing into my project and the initial results with a single default material were great! I'm running into lots of issues when I try to fine-tune it, though... The "Use Colliders" option is leaving out most of my colliders. It seems that it won't find any mesh collider that's not on the same game object as a mesh filter / mesh renderer (but some were still left out when I tried to compensate for that). I tried to add MetaXRAcousticGeometry components to my prefabs with an editor script, but that isn't possible because of the "Internal" keyword on the class. I tried to add and setup MetaXRAcousticMaterial components on my prefabs, but it seems that the selected material will only stick on a newly-created prefab. If I try to set the material for a bunch of prefabs in the Project panel, it does not stick. If I open a prefab in the prefab editor and set it there, it does not stick. If I set it o
Can I use URP on Quest, and if so, can you help me find the docs? While a veteran of the VFX industry, I'm a virgin with game dev and Unity. I have been trying to understand the different rendering pipelines in Unity, I like what I see in URP and I have seen several examples that suggest to me it works on Quest. However after many battles today I cannot get even the most basic scene to build without an "[your app] keeps stopping" prompt on the Quest. I can build normal scenes just fine to the Quest. I have tried both starting from a "3d" template, and a "3d (URP)", importing the "Oculus Integration" and "Universal RP" as and if required. Then confirming the build and player settings as per the docs. But nothing. I have also tried converting a working scene to URP, but once it's linked in the "Scriptable Render Pipeline Settings", it crashes. The builds goes through without error, but won't run on the Quest. When I select "App Info" on that prompt, I just
When a stage with passthrough in build in Unity plays in the editor, only the first run works and later doesn't work, and when you build it with an APK file and run it with Quest 2, the pass-through screen turns on when you look up, but there is an issue that doesn't run from a normal angle.Passthrough build settings are all set.
So I am having an issue with my app's leaderboards. They work while testing in the Unity editor - they are hooked up and writing to/reading from the leaderboards we have on the developer dashboard, but after uploading a build to the Alpha channel, I consistently get the "No Internet" error message, meaning the app is unable to connect to the leaderboards. I saw something in a forum post from 2017 about how leaderboard API names might be case sensitive and might have to be lowercase, so I made a test leaderboard called test_100, and got it hooked up and working in the editor, but once again got the same No Internet error message after uploading to Alpha. I haven't yet tried it without the underscore and numbers, so I will do that in a bit, but does anyone have any ideas/has anyone seen this issue before? I am using Unity version 2017.4.17f1, Oculus Utilites version 1.36.0, OVRPlugin version 1.36.0, SDK version 0.0.0. Thanks!
Hi,We are currently working on integrating in-app purchases (IAPs), and to verify user purchases (using test users), we are utilizing the Unity function "GetViewerPurchases()" to retrieve a list of purchased items. We previously had a build where everything functioned correctly with this method. However, suddenly, the function began returning 0 purchased items even though the user had indeed made purchases. It suddenly stopped working properly when no code modifications were made.Interestingly, when we test this function in the Unity Editor, it behaves as expected and retrieves the purchases. However, this functionality does not work as expected when testing on the headset.We are wondering what could be causing it. Has anyone else experienced a similar problem?
In the previous Unity XR Interaction tools the push button example had a Script called XR Simple Interactable which had the "Select Entered" option in which I could place GameObjects and I could choose GameObjective.Set.Active.Now in the new Meta Building blocks I am not able to find how to do it.Does anyone knows how to trigger events with the button?
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