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With UNITY 6 being released last month, we've gone in and logged some critical bugs that are preventing smooth Quest development on the new engine. If you find any bugs or, especially, find solutions let us know and leave them here!----------------------------------------------------------------------------------------------- BUGS:#1: Disabled HeadTracking on play leading to stuttering and extremely low refresh rate Notes:- When playing preview with Questlink, it appeared that head tracking wasn't working and as a result the scene was refreshing in the headset and in the preview game view at extremely slow rates. Unplayable bug. SOLUTION: (Credit to LuffyYu ) - Uninstall OculusXR plugin and enable MetaXR within OpenXR plugin & enable "HandPoses" within MetaXR options. Solution notes: - Solution seems to have fixed refreshrate on start UNLESS hand tracking is enabled -- results in same drop in refresh rate. - Minor stuttering still
Upon trying to remove this plugin, I get an error saying "Some assets could not be deleted. Make sure nothing is keeping a hook on them, like a loaded DLL for example." How do I delete it?
Hi, After upgrading a Meta Quest VR project from Unity 22.3.44f1 to Unity 6 Preview 6000.0.17f1,I get problems from the Meta Quest Dashboard.After uploading to the store it fails in the security test/validation and app cannot be started in the headset.It seems Meta Quest Dashboard considers Unity 6 preview old, unsafe and exposed to DoS attacks. Version 6000 > 2022 so I don’t understand what could be triggering this.I tried several times to switch between 2022.3.44 and Unity 6 preview and the result is always the same.With 2022.3.44 it always passes and app starts normally, with Unity 6 preview, it always fails and the app won’t start. (Though it updates like normal in the headset). So I don’t know for sure this is causing the app not to start in the headset, but the security fail should definitely not be there. Anyone have an idea around this or if a fix is coming?
When I build and run my game in Unity it is about 200MB of apk and successfully builds. In my meta quest 3 I waited around 30 minutes but still it does not load (only shows the three dots of loading). What would be the best way to compress. Any suggestion is appreciated. Thank You
Hello, I have been working on a project using Unity 2022.3.7f and Meta All in one SDK 59.00 with passthrough. Everything in development has been fine and passthrough worked perfectly up until a few days ago the passthrough with no changes now is pixelated and slow. I have tried multiple headsets(2x Quest 3), link cables, ports, reinstalling meta quest link, reimporting all assets. I believe that this is because of a update with meta quest software so I updated the All in One SDK to 68.0 and am getting this error stuck at this point. Tried it additionally on a blank project with the 68.0 MAIO working and it still gives the poor passthrough performance. I AM BEGGING FOR HELP.
Hi All.I am creating a simple interaction where the user uses a brush and pan to sweep up some rubbish. I say simple but i'm not quite getting the interaction to work. I have the pan and brush working ok using Oculus HandGrabInteractable and managed to fudge a bit of rubbish getting swept onto the pan. I really think it's very crude though and am looking for any tutorial that you (the masses!) may have seen online which may be of help to get this into a much slicker execution.Many thanks for your time.
Has anybody tried yet to use Application Spacewarp from Unity 6? This would require reworking the forked version of URP that Oculus offers, which only supports up to Unity 2022.3 as far as I know. Has anybody given it a shot yet?
Hi! I need to know what exactly element hovered on canvase. I listen WhenStateChanged of RayInteractor but Interactor in the field Interactable alwase has canvas. And how to understand what button or slider hovered now i don't know.Also i tried use PointableCanvasModule.WhenSelectableHovered but in this case i can't determine what exact RayInteractor (left or right) hovers.Can you help me find solution how to determine canvase object and what controller hover it?
I installed Meta's Movement package and immediately hit an error:Library\PackageCache\com.meta.movement@3224be0f12\Runtime\Scripts\AnimationRigging\RetargetingLayer.cs(329,33): error CS0115: 'RetargetingLayer.InitializeBindPose()': no suitable method found to overrideFWIW, I'm running Unity 2022.3.33f1 on Android, package version is 6.0.0, and I imported the project via git in the package manager:`https://github.com/oculus-samples/Unity-Movement.git`UPDATEResolved: I upgraded Meta XR Core SDK from 65.0.0 to 68.0.2 😅Note to self: RTFM
I can't seem to get my UI resolution to stay crisp when at a distance. Up close it is great but when you take a couple steps back it's hardly readable and images are terrible. This only happens in the build, in editor/runtime it works fine. Final product is for a stand alone build not PCVR. When bringing up the Quest menu from a distance it is crisp and clear next to mine. I've tried scaling the canvas, messing with Dynamic Pixels, not using mit maps, anit-aliasing is 4x, and a bunch of others suggestions I ran across online with no luck. Textures on models look fine, it's only on UI. I've used the Meta XR Project Setup Tool Checklist to make sure everything is good for that. I've tried in different versions of Unity (currently using 2022.3.35f1). Is there a template, or sample project somewhere that has everything working as supposed to that I can look at and compare what I am doing wrong?
Good morning developers staff.I've some questions I would liketo ask you.I've both Oculus Cv1 and Job Simulator software. I still have to buy Oculus touch:-I don't consider it a reliable hardware for Jacob Nielsen checklists-.I'm wondering if perception neuronwould be better for hands tracking in Vr Job simulator.I've in fact saw that Job Simulator has been developed with Unity, compatible thing with Perception neuron, which has compatibility for Unity.Does someone knows if Perception should works with Job Simulator?I'm asking this cause Job Simulator staff said me, they don't supply support for -any- peripheral -at all-. They also said methat they provide support only for Official commercial technologies -Oculus Cv1, Oculus touch and Htc-Vive-.Does anyone could help me to understand if Job simulator and Perception would works together? what should be the reason of theseanswers?.In case they should works,could someone tell me the proceduresteps to make them works together?Thank you aga
Using Unity 2022.3.4f1 LTS with the updated packages for OpenXR (1.8.1) and Oculus XR Plugin (4.0.0) and v54.1 of the Oculus Integration SDK, enabling the `Meta XR feature group` under XR Plug-in Management/OpenXR completely stops the controllers from tracking. The controllers are not visible in the Analysis/XR Interaction Debugger/Input Devices and no device connection events are raised from InputDevices. Disabling the Meta XR feature group fixes the behaviour. I have tried earlier versions of the integration SDK but anything < v53 yields a compile error with the new OpenXR and Oculus plugins. Is this a known issue?
I used unity's package manager to download the all in one sdk and I am using the oculus xr plugin.I get all these warnings on the console and the simulator just doesn't open.Can I get some help on this? I am just learning unity vr and I followed the documentation from meta, still I am a bit lost.
Hello,I just updated to SDK v62, and after a little bit of confusion on where to get the samples (find them in the 'Samples' tab, for each package in the Package Manager window - it then adds them to Assets/, not Packages/), it seems that I can't get my controller-driven hands to show up.At first I thought I was using the prefab wrong, but even if I open the official TouchGrabExamples scene, while hand-tracking works fine, if I pick up my controllers, the hand models do not appear. I have got "Controller Driven Hand Poses Type" set to "Natural" in the OVRCameraRig (the default setting in this sample).It looks like the mesh renderer for the synthetic hands in the OVRControllerDrivenHands never gets enabled.I'm using Unity 2022.3.14f1, testing over Quest Link. Am I missing something? If not, will it be fixed in v63?
We're using Unity 2021.3.41 / Oculus XR Plugin 3.4.0 / Meta XR SDK 60. With XR plugins installed the input field on non-VR builds is broken as in the picture (instead a single line, the text area covers the full screen). The same project without XR plugins installed works perfectly. It seems that Oculus scripts are listening to the event of focus on the input field (TextMeshPRO or Unity legacy input field, the bug still persist) and override the dimensions of the text field area. We have already tried to uncheck Initialize XR on Startup when building for non-vr devices, but nothing changes.How can we fix? Thanks,Alexa
Hi all,Since ~2020, I've been using the Meta (Oculus) SDK tool to create a Virtual Experience on Unity.But recently I had a very frustrating experience. In my development process, I faced some deprecated features which are replaced by another, that didn't work.(E.g. "Throw when ungrab" feature from the Grabbable component)I decided to upgrade my package from the 66 version to the 68.Now I have a lot of errors and warnings. My app doesn't function at all.Why don't you leave some components with the "Deprecated", or "Legacy" tag, and suggest what is better to use instead?I even can't use your own prefab "OVRInteractionComperhensive", as it has broken scripts.Also, the documentation is deprecated, because it is related to the oldest version of SDK.Should I downgrade SDK back to 66? Or maybe someone faced with more nice solutions?Unity version: 2022.3.32f1Thanks in advance and best regards.
I wonder what's right way to change system audio volume and how to get current value?How i see OVRManager.volumeLevel is deprecated.
Hello, when I point into a canvas the rayData.WorldNormal is zero. Then the Quaternion.LookRotation prints this message every frame. How can I fix that? Thanks
I'm trying to get my app to be submitted into the AppLab, but I'm running into issues where no matter what I try, I always get those permissions active in my build:android.permission.READ_EXTERNAL_STORAGEandroid.permission.READ_MEDIA_AUDIOandroid.permission.READ_MEDIA_VIDEOandroid.permission.READ_MEDIA_IMAGESandroid.permission.ACCESS_MEDIA_LOCATIONandroid.permission.READ_MEDIA_IMAGEandroid.permission.READ_MEDIA_VISUAL_USER_SELECTEDMy app currently does not use any of those permissions, but I am currently using Oculus Interaction SDK (The old integration), so I have two options, to delete all the code that is tied to those permissions, or use another straighter (to the point) solution like modifying the manifest directly, I tried the following code using custom AndroidManifest.xml file checked on Player Settings:<?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.CompanyName.MyApp" xmlns:tools
Hello,I'm working on pointer events and the RayInteractor -> Data field seems to be exactly what I need.Reading the helper text gives me the impression that I can assign the current eventData to the RayInteractor to identify and match an event with the RayInteractor. Which is what I want.But i'm not understanding how to utilize this Data field.It only takes an Object, meaning it can be pretty much anything from a sprite to a gameobject and I don't see how that works.The documentation doesn't tell me much, perhaps someone understands it better than me.https://developer.oculus.com/reference/unity/v67/class_oculus_interaction_ray_interactor/Does anyone have an idea?
Hey guys. I am currently working on a Side project. My aim is to create a Submarine control expeirence in Unity using the Meta XR SDK.Now I have a prefab of a Cockpit that I spawn using the spatial anchor.I want to have an intractable on it that I can grab with my hand (Hands Controls only btw.) which represents a typical Plane throttle "leaver" which the user can slide forwards and back.Sadly, I have no clue how to do this as I'm not deep into the Meta XR SDK and cannot find any information about this topic, let alone know where to start looking 😕Apart from that, I want to create a a leaver too that can go left and right as a means to Control the submarines Yaw axis. (this I can figure out by myself tho... I hope 😄 )I'd be glad if anyone can help me out and explain it to me ❤️ Thanks a Lot
when will the camera access be released for Unity, I’ve been working a project for a long while and now to find out you can’t do this? I’d really just like April Tag Detection for Virtual Object Placement XR. id really appreciate some help! Thank You!
I created a UI. When I scrolled the scrollview with a ray, once the ray went beyond the range of the UI panel, the scrollview would immediately bounce back to a wrong position. Then I tried to look at the official Demo. In the ComprehensiveRigExample.unity Demo, the Scrollview still had this problem.
Is the thumbstick scroll broken in the Meta XR SDK?It used to work fine in the old OVR Integration Kit, but ever since I switched to the newer SDKs it hasn't worked since.I've been holding out since beginning of this year for a fix, but it is still broken for me with v68. I have tried making several test projects to try and make it work, but and it always fails.It works fine with the XR Interaction Toolkit from Unity, but as soon as i switch back to Meta XR SDK then the thumbstick scroll won't work, only the drag scroll works.Has anyone else had this experience?Or even better, does anyone know a fix for it?I have not assigned any input actions, it seems importing the OVRRigComprehensive gives us all the mappings, but perhaps that is not the case? Do we need to setup up default input actions ourselves?// J
Hi,How do I import the samples for Meta Avatars SDK v24.1.1?I'm trying to import the samples for Meta Avatars SDK v24.1 and All-in-on v62. However, the the Meta Avatar SDK Sample Assets folder in Packages and the Oculus folder in Assets only consist of some empty folder and zip files. No prefabs, no scenes or anything. The MetaAvatarsSDK menu also does not provide anything useful. I have followed the instructions on the website. I'm completely stuck on what the issue can be. I have tried on v24 as well.The Meta Avatars SDK folder contains scripts but the core assets are inside a zip folder. I have tried on multiple fresh unity versions, and multiple separate machines.Anyone with the same issue?Any help would be appreciated.
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