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Hello, I am trying to integrate Meta Avatars into my Unity 2022.3 LTS networked (Netcode) project. I have the Networked Avatar and the Platform Init in my project and I am able to see my own avatar when I run the project however I am having issues when another person joins the room.I followed the instructions located at the documentation:https://developers.meta.com/horizon/documentation/unity/meta-avatars-app-configI received the email "Meta Horizon Data Use Checkup: Request approved" so all the permissions / settings are in place. The weird thing is, when I am testing it using two headsets (one headset runs app locally, other one is tethered and is running the app in unity editor in Link), from both sides I can see the personal avatar loaded, but other side is seen as the generic blue avatar:I was wondering if there are any particular unity settings, especially on the networked avatar component that I am missing which is causing this issue. Any help would be appreciated!
I created my scene in Unity following the documentation, everything is working right down to the building blocks. I imported the buildingblocks avatar into the scene and it works when I run it with my oculus, but I can't bring in My Avatar created in the Meta account. How can I launch the application with my avatar instead of the default avatar?
I'm trying to get the velocity of how to get either of the VR Controllers so that it can be applied to another object when hit. I cant figure out how to aquire the velocty with the SDK setup. Any help please?
I am setting up a fresh Unity project for a VR project that uses Meta All-In-One SDK. To do this, I created a new 3D built-in render pipeline project, and I imported the Meta-All-In-One SDK (ver.68, but this happens with the 66 as well) from the Package Manager. After the package is imported, I fix and apply all the reccomended fixes, set up the build for Android, and select Oculus as XR plugin manager. Right after doing these operations, and as soon as I save the project, immediately an error pops up:Saving Prefab to immutable folder is not allowed: Packages/com.meta.xr.sdk.interaction.ovr/Editor/Blocks/Interactors/Prefabs/[BB] Hand Ray.prefab UnityEditor.EditorApplication:Internal_CallGlobalEventHandler ()This happens mainly on these two objects: BB hand ray, and OVR camera rig interaction. Important to note is that no game objects or prefabs were added to the scene (that contains only Main Camera and Directional Light). This is a problem because is affecting the Build
Hi,I can issue these commands, via adb, to increase texture resolution:adb shell setprop debug.oculus.textureHeight 1536adb shell setprop debug.oculus.textureWidth 1536However, these reset after reboot. Is there a way I can set these in Unity each time my app runs?Thanks!
Hello,I'm trying to make a game where the user uses his left hand and the right controller to perform actions. (right hand and left controller will never be used)I was using the concurrent and simultaneous hand tracking but it's not working as intended. My right controller is representing some objects in the game and the user won't hold it the right way. So the controller thinks it's not used because "not in hand" and the input are not registered. I want to use the quest 3 controller buttons even if it's lying on the table.Is it possible? will it be? Thank you
Hello,I am encountering an issue with spatial anchors in my application using Meta XR SDK v. 66 on Quest 3. My application allows one user to create a spatial anchor and share it with other users in the session. However, the users who receive the shared spatial anchor are unable to share the same anchor using ShareAsync, despite successfully loading (LoadUnboundSharedAnchorsAsync) and saving (SaveAnchorsAsync) the anchor beforehand.Previously, with Meta XR SDK v. 60, I could do this without any issues by saving the anchor to the cloud before sharing using the now obsolete method:OVRSpatialAnchor.SaveOptions saveOptions;saveOptions.Storage = OVRSpace.StorageLocation.Cloud;_spatialAnchor.Save(saveOptions, (spatialAnchor, isSuccessful) => { ... });Since updating to Meta XR SDK v. 66 and the latest Quest 3 software, and switching to the new async SSA methods, only the user who originally created the anchor can share it. For other users, the OVRSpatialAnchor.ShareAsync method fails with
I'm having issues with Oculus Auth out of the blue. When I'm testing on build, i authenticate without issues, and my username is displayed correctly. However, its not working for ANYONE ELSE on our team. They are all getting the following error: user does not have app in library. This is pretty confusing, because its not like the app is sideloaded. They are installing via their library. We are using our ALPHA release channel for internal testing.
I'm trying to develop these features using Unity VR Oculus Meta Quest 3. Does Oculus provide these features? 1. Sharing media playback screens 2. Monitoring other users' play screens I want to implement these features, but I don't have any reference materials, and I wonder if the Oculus Unity package supports the implementation of these features.
I am developing in unity a game in which I implement the Meta XR All-in-One SDK and to an object the building block grab interaction because I want it to disappear when I grab it but I can't find how to do it, could someone help me?
Hello, I have made multiple ui toggle and by clicking on any toggle button perform some action. I made it clickable by Meta quest 3 Controller Ray Interactor. but toggle is not clicked every time when i pressed the trigger button. some time it clicked and some times it not. What could be the issue ?
Hi, Newbie here,I have this low poly mesh that i animated in c4d. I wanted to take it unity to build for quest pro. I was hoping that I would be able to import it as an alembic into unity and eventually use it in a scene to build it for quest pro.Is it possible to do so? I read somewhere that alembic is not supported on android. Is there an alternative to alembics?Thanks in advanceI am using unity2021.3.21 right now.
I am currently working on an application that uses a specific document on the users device to transfer information and records between itself and different simmilar applications made by my team (imagine Game A storing its highscores in a shared document so Game B can read those same highscores and incorporate them in Game B).This methodologie allready works on the Hololens 2 which i have also developed for so i assumed it would work on the Quest 3 aswell. After doing some research i discovered that my best bet would be to try to get All File Access letting me access a shared directory between my different games.I found some code online that should help me ask for All Files Permission Access, as that isnt natively supported by unity itself.using var buildVersion = new AndroidJavaClass("android.os.Build$VERSION"); using var buildCodes = new AndroidJavaClass("android.os.Build$VERSION_CODES"); //Check SDK version > 29 if (buildVersion.GetStatic<int>("SDK_INT") > buildCodes.Get
I am using the Meta XR interaction Toolkit and its Components.My Problem: I am in Playmode on my PC and have a Oculus hooked up via Link.I have 2 Displays.Display 1 (VR) Where the the Player is in a room with an interactable Panel. (Grab, Point, Select works)Display 2(PC) I have an UI Button. When its clicked something should happen.As far as i know the Meta SDK needs the PointableCanvasModule for the Events to work.But then my Mouseclick on Display 2 doesnt register.When i have the Standalone Input Module active, my mouseclicks works, but i can't interact with the Canvas anymore.Video that shows the Problem: https://streamable.com/uin4ms How can i use my Mouseclick and the VR Hands at the same time?Big_Flex I read that you work on the Interaction SDK team, so i tagged you 🙂Thanks for the help
I have a question, i want to use preset avatar, and i extracted the zip file to get GLB, but it can not drag into scene.I also download GLTFUtility that can be used in Loading GLB in UNity, but it not work with preset meta avatar.do you guys have solution about that? i just wanna use Local Meta Avatar in Unity
Hi everyoneI have a problem with the "Meta XR SDK" package!Now I have installed "Meta XR SDK" and "Meta Avatars SDK" packages for my Unity project and there are currently no error messages.But when I run the program now, this message appears: "Help to Improve Meta SDKs"And every time I click on the "send usage a statistics" button, but this message appears again the next time I run it.I go to Edit > Preferences > Meta XR > Telemetry in the main menu and want to check the Telemetry option, but it cannot be selected!How can I fix this?
Hi, when using Unity 2022.3.42f1 and Oculus Link with Meta Open XR feature sdk (com.meta.xr.sdk.core@68.0.2) , I get hundreds of log messages spamming the console similar to: [MetaXRFeature] OnAppSpaceChange: 144292415606376081 UnityEngine.Debug:Log (object) Meta.XR.MetaXRFeature:OnAppSpaceChange (ulong) (at ./Library/PackageCache/com.meta.xr.sdk.core@68.0.2/Scripts/OpenXRFeatures/MetaXRFeature.cs:228) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) In general there is no way I see to turn off these kinds of logs from MetaXRFeature.cs which is very annoying. A few would be ok, but I'm seeing hundreds
I'm struggling with displaying stereoscopic (left/right) imagery in combination with geometry in the Quest.Basically the setup is two spheres with the normal pointing inwards, one is on a left layer, the other on a right.The camera rig has two cameras one targeting the left eye the other the right. Also the culling masks of cameras set accordingly.(as an alternative I tried the Unity Skybox panoramic shader)All this works great on a Rift and Quest.However, if I add 3D geometry to the scene (on default layer), things get weird. On the Rift it is ok, stereoscopic video in the background and 3D geometry in the foreground.On the Quest, the geometry is only visible in one eye. I tried everything I think, any ideas?
The qustion may appears stupid, but I wonder what exactly means the "use per eye cameras" in OVRCameraRig.Since it is not enabled by default, I can't imagine the game will use only one camera for both eyes, because it would not be stereoscopic view and the VR experience would be out ouf interest. I did test with an without use per eye option, I can't see any difference. Anyone?
Hello, I am trying to use the following code to retrieve the UserID (i should preface this by specifying that I have tried in a variety of ways, including the use of coroutines and asynchronous methods).Users.GetLoggedInUser().OnComplete(message1 =>{Debug.Log("oid: "+message1.Data.OculusID);});My problem is that this code never gets executed.It is as if it is not there; it does not hang, it does not return any null/0 values, it simply does not execute at all. I have googled this ad-nauseum and everyone else's problems are related to null values or a zero for the ID being returned, but my problem does not seem to come up. I have the platform installed, signed in, I am waiting for Oculus platform to be initialised and I have filed (and had approved) my DUC. What am i missing?
How can I query the latest version code of the builds I have uploaded to the Oculus Store page channels from the Unity Editor?
Hey there. I'm trying to get a value out of the Unity XR Input System that represents the force (pressure) a Player is pressing a button on a Quest 3 controller. Especially the Side-Grip and Trigger Buttons. Did someone ever do something similar and has a hint if this is even possible? Thanks
Hello,I am building an architectural visualization app for meta quest devices using Unity 2022 and Meta Interaction SDK v68. I am using realtime lighting where the user is able to manipulate the time of the day using a slider in real time to see how their apartment would look under different light conditions. No matter what light / shadow setting I set, in the headset build the shadows look blocky and pretty hideous. I made sure to:- Remove the window glasses with transparent material which could have affected the quality of the light coming through,- Adjusted URP settings to have highest resolution shadows, adjusted the cascades to make sure highest quality shadows within 25 meters, - Adjusted the light / skylight settings to make sure I have highest shadow quality and soft shadows.When I manipulate the direction of the directional light in the editor, I get flawless shadows: But as you can see above, the build one suffers from blocky, glitchy looking light.I would be g
I followed the official instructions for setting up Unity for Quest development.I tried to build using the included example scenes. The build works fine, but when it runs on the quest, it stays stuck on the animated 3 dot loading screen.The ADB logs show no errors, and even show various Unity logs while stuck, such as the focus gained and lost events. So I'm pretty confident that the build is running, just stuck behind the loading screen.I've tried from scratch several times, factory reset my Quest, messed with all sorts of build settings, but can't make any progress.I've attached the compiled APK in case that helps, and the full ADB logs.Any suggestions?Running on Unity 2019.2.21
Hi,I have an application which is a MR/VR application where I have a robot in my application.I have the room setup in Unity and can get the AR planes from the AR plane manager and use these to relocate position of the robot to a fixed place in the room given the AR planes.However, when I take off the headset and put it back on, or would to give it over to another, the origin of the application changes and all my GameObjects are somewhere else.My work around so far have to be using the AR planes with a measured offset to place the robot, but doing this for all objects (menues, etc) feels like it's too much of a work for a developer. From my understanding the application always sets the scene origin to the floor AR plane origin the first time the application is started.When you take off and on the headset the application sets the scene origin to the origin of the headset(note that here all the AR planes are relocated and placed correctly in the scene).Every time forward from this, t
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