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HelloI updated an older project to a newer Unity version and fron the Oculus Integration Asset to the Meta Core SDK package and now I wanted to apply Simultaneous/Multimodal hand/controller tracking. Sadly I can't find the “Concurrent hands and controllers support” on my OVRmanager.cs. I use Unity Version v2021.3.37f1 and Meta Core SDK v68.0.2. Anyone having a similar problem?Best
I have the XR Simulator working. Not all the input bindings work. Controller Input alphabetic key bindings Y/H/G/J/I/B/N/T/U/M don't seem to work but mouse and numeric keys do. What could be the issue?Unity: 2022.3.47f1Meta XR All-inOne SDK: 68.0.2Meta XR Core SDK: 68.0.3
We're making project in OpenXR and we are using Legacy OVR plugin version, because of performance problems. Also we are not using OculusXR feature. From what I know in the past this configuration worked, but as checking it now the OVR plugin is not being attached to build. Error is thrown: DllNotFoundException: Unable to load DLL 'OVRPlugin'. Tried the load the following dynamic libraries: Unable to load dynamic library 'OVRPlugin' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen failed: library "OVRPlugin" not found. I would like to be sure is that configuration with OpenXR and Legacy OVR plugin and disabled OculusXR feature can work at all? If yes than what could be a problem. I would like to add that when playing game through editor OVR plugin works normally.
<?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.oculus.intent.category.VR" /> </intent-filter>
Hi everyone!I am having an issue with a flat 2D UI in a mixed controller & hand application. When pushing the button the hand will be blocked from moving through the UI, as expected, however the system also renders a second hand that tracks the position of the real hand.In the image below you can see my fingertip on the button but also the shadow of a second hand right below it. I only want the hand that isn't passing through the UI.Is there a setting I can set to prevent a second hand from appearing and going through the UI?
Hello fellow devs,I am using the RayCanvasFlat that comes with the samples for Meta Interaction SDK for my project.There is a wall object in an architecture scene and I want to be able to use the ray pinch functionality to select this wall and call an event to pop up a menu to interact with this wall. I used the RayCanvasFlat prefab and removed all text and buttons from it, duplicated it 3 times and placed them on 3 sides of the exposed wall: I added a pointable canvas unity event wrapper and in the select part I added my menu scaler.Here is the pointable canvas module settings:When I run the scene in unity editor, and I point and pinch at the canvases around the wall, I get the event called successfully and the menu pops up. However, when I make the build and run the build on Quest 3 untethered, pointing at the canvases still works (I see the cursor and the click effect) but the unity event to scale up the menu does not work...Any ideas how I can debug this or fix it? If the
Hello everyone, has anyone tried Meta XR Simulator successfully?I am a unity beginner. Everything I did was according to the official documentation, and although the program does not report errors, it also does not give me the interface presented in its documentation. I updated Oculus Integration to v50.0 and it didn't help.Does anyone have the same problem as me? I look forward to your answer. Thank you!Documentation URL: Use Meta XR Simulator to Speed Up Unity OpenXR Development Iteration | Oculus Developers
Is it possible to have both Unitys OpenXR-plugin, Oculus OpenXR Plugin and Oculus XR Plugin in the same project somehow? Would like to use default OpenXR for hand-tracking (so it's easier to port to other XR compatible headsets), and then add Oculus XR-plugins features as a progressive enhancement.Ex using Unity XR Hands: https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/index.htmlAnd Meta Depth API as an enhancement for Quest headsets: https://github.com/oculus-samples/Unity-DepthAPICurrently they seems to not be compatible, or am I'm missing something?
Hi, what's the difference between running the app with windows as platform trough link and between setting the platform target as android?I'm using meta quest 2 with passtrough trough meta quest link on windows 11, with unity version 2022.3.26f1Currently I need the plane detection feature enabled but in the plugin settings I have the meta quest feature group only in the android settings not in the windows one.I've already done the room scene setup with the meta quest 2 but using ar foundation and running this code I get that the xrplanesubsystem is not activeLoaderUtility .GetActiveLoader()? .GetLoadedSubsystem<XRPlaneSubsystem>() != null What can i do to get the plane detection feature enabled?
Hello I am trying add a functionality in my project that I can use to recenter meta quest camera by pressing a button on keyboard. I am not developing a package for quest 2. Its a windows standalone application that I am streaming to Quest 2 using cable. Unity version: 2021.3.26f1Meta SDK version: 66.0.0Meta sdk downloaded from Unity Asset store name: Meta XR all in one sdk So far I tried using OVRManager.display.RecenterPose()and M_InputSystem.TryRecenter() [here m_InputSystem type is XRInputSubsystem]These function failed to recenter camera. I tested just using Oculus plugin and just using OpenXR plugin.M_InputSystem.TryRecenter() does work for Varjo , HTC vive device but not Quest 2.Please let me know if this functionality is possible to implement and if so then how?Thank you
Hi, I have issue when intending to teleport to some area in the Viking Village scene, the structure of the scene is like. I got issues when intending to teleport to terrains. It just didn't allow me to teleport to terrains even if I add teleportation area to "terrains". Could anyone offer some hints on what causes this problem?
Hi, I'm working on a simple mixed reality experiment, targeting the quest 3, using Unity and MetaXR.In my program, I created a portal that let's the player go between a virtual world and the real passthrough world.For some reason, even though everything works fine in the editor, when trying out a build locally on the quest 3 the cameras for both eyes "zoom in", as in, it looks like the FOV continuously decreases for a few seconds until it stops in a very disorienting FOV.Video showing the bugHere's some more information:- Using Unity 2022.3.22f1 with URP. Testing on a Quest 3.- I have tried both Multiview and Multi pass;- I'm using a custom stencil shader for the portal effect;- I have added several render object features to the Universal Renderer Data in order to manage how different layers are affected by the stencil shader: -
Unity LTS 2022.3.37f1 / OpenXRI first submitted my game a few weeks ago and received a VRC.Quest.Performance.1 failure (running < 60 fps). It was running at a solid 72 fps on Quest 3, so I borrowed a Quest 2 and found it was quite low (30fps or so) and went on to optimise the game quite a bit and brought it up to 72 fps on both Quest 2/3 consistently as per the OVR Metrics overlay and the adb logcat -s VrApi commandNow this is where things get weird. I resubmitted and received the same VRC1 failure again. I double checked the performance in MQDH and found that the fps look like a sawtooth pattern, where it reports 72fps and 19fps on alternate frames, seemingly at random. In some cases the low fps frames were reporting an early frame as well. The logcat VrApi command shows LAT (latency) as -1, meaning that the frame latency is dynamically managed by Phase Sync (which can no longer be turned off when using OpenXR in Unity). The game is running buttery smooth and I still get these
Hello 🙂I downloaded the official Oculus repository for testing. (https://github.com/oculus-samples/Unity-SharedSpatialAnchors). In build it works correctly, but I would like to be able to test it from the Unity editor, so I don't have to create builds all the time someone could tell me how i can do it?- Unity: 2021.3.6f LTS- Oculus XR Plugin: 3.0.2ERROR Line in editor: Unity oculus OVRPlugin.CreateSpatialAnchor failed.Thank you very much for your time.
Hello, I am developing an application for Oculus Quest and I need to create a persistent floating window or overlay that remains visible on top of all other applications. The window should stay in a fixed position (e.g., the top-right corner) and be always accessible regardless of which VR application is running. The primary goal is to have the window float in 3D space as an overlay, similar to how the Move app or the OVR Metrics Tool functions, where it stays on top of any other app. I will later control its content (potentially a web browser). For now, I need guidance on how to create this type of persistent window or layer in VR on Oculus Quest. I'm looking for any tips, APIs, or tools that can help with creating such an overlay. Ideally, I'd like to use either native Android solutions or something in Unity or Unreal Engine, but I'm open to suggestions. Thank you in advance for any help!
Hello,I am currently porting an old PCVR game to the Quest 3 with mixed reality. In the process, I’m replacing some older, deprecated systems like a GameSparks-based level-sharing implementation with modern solutions, such as Unity UGC (User Generated Content) for level sharing. I’m using SignInWithOculus to authenticate Unity services, so shared levels are linked to Oculus accounts.We’re a small team, so the goal is to allow us as developers to simply launch the game in the editor, logged in with our own developer accounts, which will have moderation rights in the UGC dashboard. This way, we can create, share, and moderate user-generated levels in the Unity Editor both before and after the game launches. However, we’re facing issues with authentication in the Editor.In standalone builds on the Quest 3, authentication works as expected, following the official Unity documentation here.However, in the Unity Editor, only a test user (set up in the Oculus Platform Service Da
Hi, I would like to know if there is a way to make that when I pick up objects they move according to their weight, for example if I pick up a heavy object, when I move my hand the hand tracking should take more time to reach the position of my real hand compared to if I was holding a lighter object, I have looked for multiple solutions but I have not been able to achieve anything yet, I appreciate any help!
Hello, I am trying to make buttons react to both poking and mouse clicks in Play Mode in Unity. I got poking working through prefabs, but am struggling to add the functionality where they are triggered by mouse clicks as well. Has anyone done this? The reason is so that I speed up development on Mac since currently I have to build the program, put on headset, test it, attempt to fix issues, repeat. Each round taking way too long. Thank you for your help.
IF ANYONE KNOWS A FIX COMMENT ON THIS POST
Hi!Looks like that DepthAPI does not work anymore with XRSim (>65.0.0)Even testing with the sample DepthAPI scene there's no occlusion (there was with XRSim v65.0.0)Any hint?A.
Tested on:Meta MR Utility Kit (67.0.0 and 68.0.1)Meta XR Core SDK (67.0.0 and 68.0.2)Meta XR Platform SDK (67.0.0 and 68.0.0)Unity 2022.3.13f1Meta Quest 3 with OS version V68 and V69Bug details:An exception occurs during the room rescan sequence when using OVRScene.RequestSpaceSetup() in combination with scene clearing and loading via the MRUK framework. The specific exception observed is:System.InvalidOperationException: Could not get BoundingBox.try { MRUK.Instance.ClearScene(); await OVRScene.RequestSpaceSetup(); await MRUK.Instance.LoadSceneFromDevice(); } catch (Exception exception) { Debug.LogError($"An exception occurred during rescan room sequence: {exception}"); Debug.LogException(exception); } finally { Debug.Log("Finished sequence"); }Reproduction Steps:Ensure the room is set up correctly.Initiate room scanning with OVRScene.RequestSpaceSetup().Modify the label of one furniture item.Accept the changes.The exception System.InvalidOperationException: Could not ge
In Quest 3 in XR, how can I place objects in specific locations, either marked by a QR code or in some other way?I need to be able to place certain 3d elements in specific places regardless of how the room is and without being deconfigured, it would be ideal with a qr system or visual elements that mark the position in the application.Thanks!
Im working on a simple script that deactivates and reactivates certain gameobjects spawned with the Anchor Prefab Spawner. I put tags on the prefabs and am referencing them through that and placing them in an array. bellow is my code. using System.Collections;using System.Collections.Generic;using UnityEngine;public class PTToggle : MonoBehaviour{ public GameObject[] ptWalls; // Start is called before the first frame update void Start() { ptWalls = GameObject.FindGameObjectsWithTag("pt remove"); } // Update is called once per frame void Update() { for (int i = 0; i < ptWalls.Length; i++) { if (OVRInput.Get(OVRInput.RawButton.RIndexTrigger)) { ptWall
Hi, it would be really nice if there was an API where you can supply a convolution kernel and/or texture with some blending function to apply to passthrough as a custom filter.Since there is no access to camera feed, the ability to apply custom kernels to passthrough image could be really useful. I am guessing this is what the SDK already does with "passthrough styles" (Passthrough Styles Sample | Oculus Developers). However, there's only edge detection currently.With custom kernels you can achieve a variety of other effects like gaussian blurs, image sharpening, etc. Kernel (image processing - WikipediaWith textures, you can apply these kernels at some strength sampled by values in some supplied stereo textures. This will allow for cool effects like applying blur or some custom lighting effect in a particular area, not necessarily the whole passthrough view.With blending functions, blend mode along with the supplied texture, you can achieve a wider variety of image color effects.
I am using Meta Avatars SDK 24 and Meta Interaction SDK 68 for my Unity 2022 LTS VR multiplayer app.The app is set up to use player's personal Meta Avatar and testing it over multiplayer shows that it is working as intended with the networked avatars.My app relies on hand tracking (no controllers) and there is a virtual joystick which users manipulate for locomotion.Here is what happens when they move:https://www.youtube.com/watch?v=BW8CcMqA3A4I would like to either find a solution to what causes this jitter OR just hide users own avatar from first person view while keeping the avatar of others rendered.Another forum user pointed out in another thread about the "Active View" settings which allow you to limit what parts of an avatar are visible, but this works for OTHER networked avatars and not your own. Thank you in advance!
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