Unity Development
Recently active
I am using the Anchor Prefab Spawner in a Mixed Reality Project, but it is not functioning to my satisfaction, and I was wondering if there are any improvements I can make.I made a Mixed Reality Unity Project using the MRUK and Meta's All In One SDK. I scanned a 3d object and imported it into my MR scene as a prefab. My goal is to overlay the real-world version of the object with my virtual 3d model, and the best way I have seen to do that is with the Anchor Prefab Spawner (since object detection is not available on the Quest 2). The Anchor Prefab Spawner does place the prefab where I labeled the real-world object in my Scene Setup, but it looks all weird and distorted. The prefab becomes dark and loses the vibrance it has when looking at it in the editor (could be a shader issue). The prefab also has a lot of trouble spawning at the same orientation and scale as the real-world object. I believe this is because the Anchor Prefab Spawner solely uses the scale and rotation of the bo
hi i'm creating a mixed reality applications. while running the application in unity editor runtime it shows half image in headset followed by glitch. earlier it was perfectly fine i was able to run the application in unity editor mode without any issues.i tried1. creating new project2. uninstalling and reinstalling usb drivers3. checked task manager and cpu and gpu usage ain't that high.could someone help me if they've faced this issue. thanks in advance. Sandstedt
I am trying to get the Ray Interactors from the Interaction SDK to do something as simple as grabbing and moving an interactable object, but it won't work. Here is my setup, organized to show child objects by indentation, and components in parentheses:Interactor:- Controller Object (Controller, Controller Active State) - Interaction Object (Best Hover Interaction Group) - OVR Controller Data Source (From OVR Controller Data Source, Tracking to World Transformer OVR) - Ray Interactor (Controller Ref, Ray Interactor, Active State Tracker, Interactor Active State) - Controller Pointer Pose (Controller Pointer Pose) - Trigger Selector (Controller Selector) - Visuals (Ray Interactor Cursor Visual, Controller Ray Visual, Material Property Block Edito
Hello I am currently using Unity 2022 LTS and Meta Interaction SDK v67 for my VR project.I recently followed a Valem tutorial and found out about the one grab translate transformer component which is very handy when it comes to creating custom levers/interactables with constraints and I am using this for a hand-controlled player controller that allows the player to move on a flat plane in X and Z directions. The controller also allows the player to rotate its avatar by flicking your wrist to left and right (rotating the controller obj on its Y axis) that rotates the player's avatar.With these settings I have a very nice constrained controller on the X and Z axes, however now rotating the controller object with hands does nothing, and therefore I am unable to rotate my player. Note that there is a separate One Grab Rotate Transformer which allows you to do some constraining for rotation, I did NOT use that component in my project.I was wondering if there is any way for me to use th
Hi everyone, We have a Unity project built in Unity 2017.4 LTS. We released a Go and Rift version in the last 12 months. However, we now wish to create a Quest / Quest 2 port of the game. When looking at the current minimum specs ( found here: https://developer.oculus.com/documentation/unity/book-unity-gsg/ ), Oculus is now stating Unity 2020.3 is the minimum version for projects. This is a pretty big issue for us as about 1/4 of the game is unfortunately written in unityscript which is no longer compatible with newer versions of Unity which will make updating way harder than it normally is. I guess the question is has anyone successfully launched a game for the Quest / Quest 2 using Unity 2017.4 LTS - is this even feasible? Thanks!
SO im trying to upload my game to AppLab. This is one of the first few times I've done it and I've hit the file size wall.Ive found i need to pull my assets out into assetbundles as well as my scenes. but im not sure how to then upload them with it. Theres no real information on this and im not good with command line stuff ( though can follow clear instructions when explained ) . Then theres how to load them back in once thats all worked out.Would someone mind just guiding me through the process?
Hello everyone. I have developed a game and I was using meta quest link to test it. Now I want to do build and run. But when I do it my meta quest 2 is not detected. I have installed adb but still facing this issue. Any suggestion is appreciated. When I try to select a device in run device in build settings, it displays 'Build and run' and 'Build to devices' are disabled while querying for android devices.Thank You.
I've tried using Scene with my room scan but objects below the floor (20m) are still visible. If you're wondering "why" - I'm using a portal effect, and I want to "hide" the portal VR environment outside of mixed reality. I feel it should be obvious, but I can't figure it out, so thanks a lot in advance for any help!
I just updated the xr core sdk to 68 and unity prevents me from launching my game since there are issues with MetaXRSimulator:Library\PackageCache\com.meta.xr.simulator@66.0.1\Editor\MetaXRSimulatorEnabler.cs(100,42): error CS0029: Cannot implicitly convert type '(Meta.XR.Editor.UserInterface.TextureContent CheckIcon, UnityEngine.Color Meta)' to '(Meta.XR.Editor.UserInterface.TextureContent, UnityEngine.Color?, bool)'Library\PackageCache\com.meta.xr.simulator@66.0.1\Editor\MetaXRSimulatorEnabler.cs(100,150): error CS8135: Tuple with 2 elements cannot be converted to type '(TextureContent, Color?, bool)'.Library\PackageCache\com.meta.xr.simulator@66.0.1\Editor\MetaXRSimulatorEnabler.cs(100,30): error CS1662: Cannot convert lambda expression to intended delegate type because some of the return types in the block are not implicitly convertible to the delegate return type Thanks.
I have a 360 VR movie in MP4 format that I’m trying to package into an APK file with an integrated 360 video player using Unity, so I can publish it on the Meta Horizon store. Does anyone have recommendations for a plugin or template that I could use to avoid building everything from scratch, especially the UI, as I’m fairly new to Unity?Additionally, can you recommend any tutorials or best practices for this process? Comprehensive tutorials for creating this type of app seem to be scarce.The specifications for my 360 VR video file are as follows:Monoscopic 360 VR video at 8192x4096px, 30 frames per second, with a runtime of 7 and a half minutes. The video is in MP4 format (H.264 and H.265 codecs) and includes first-level ambisonic spatial sound in four channels.I also believe the refresh rate in the manifest file should be set to 60Hz for compatibility with the 30FPS video. Since many Quest users might not have sufficient internet speed for streaming 8K video files, I plan to package
I have been having problems implementing passthrough, so I thought that updating the sdk version would help. The core and interaction sdk's update just fine, but the all-in-one completely breaks the player controller and hands. The scripts turn into (Script) and when I try to reattach them it gives me an error popup so I can't fix it myself. It seems other people have had this same problem but I haven't found any solutions yet.
Is anyone else having problems updating a project to v67? My project used building blocks to set up the basics and now is completely broken. Looking at the scripts on the blocks there are a lot of script components that had their name changed to just "(Script)." I really want to use some features added in v67, so I just want to confirm that this is a building block issue and not a version issue before moving forward and rebuilding everything without the building blocks.
Hello,When I run the mixed reality template from Unity in the Unity Hub I can display 7M poly 3D model but when I use oculus sdk I can only display 1M poly.Does anyone know why ?Thank you.
I am simply trying to open the sample scenes that originally came with your now deprecated "Meta XR Interaction SDK OVR Samples". The README that is one of the three files I am given when trying to download that package says all the scenes were simply moved over to the Meta XR Interaction SDK.Ok, so surely when I import the (freshly updated, not deprecated) Meta XR Interaction SDK package all the scenes that originally came with the now Deprecated package (that you could once upon a time just click on the scene and have everything loaded and ready), will be available there for me to easily access and open as YOUR documentation suggests, right?Nope!Instead ALL of the scenes have been broken down into their smallest parts, so if I wanted to recreate the experience I had before I would have to go about wiring EVERYTHING together on my own to even have a semblance of the Scenes your team originally developed. (Reminder, you used to be able to just click on a scene from the package, and boo
got one of those late night, should solve it in the morning problems but I might need a lead.if I want to implement a player locomotor, that is remarkably similar to the default current one, just needs a bitta something something. I'm in all sorts of hell.inheritance isn't an option, because it's a full out monobehavior, no abstraction.I can't make a "clone but different" locally in my project's namespace because some of its necessary callbacks are internal classes in the package.I can edit the one in the package like a maniac (which I am doing, it's why I am here) but then I can't get classes from my project's name space. and I need those.I'll probably figure a really terrible way of avoiding the whole problem using an intimate layering of prefabs and get children. but in the mean time, without going down that gross assembly reference path. does anyone have a big ol' clue for me?thank you kindly.
Hi, I might be wrong but as I see there is no option to filter out certain objects from being accepted by the SnapInteractor. I have not yet found a simple and elegant solution to implementing this. I saw SetComputeCandidateOverride but found it a bit confusing and not very ideal for my usecase. Anyone has any ideas?Thank you!
I'm using Unity for development, and I can't get OVR Headset Emulator working, I literally trying to use one sample scenes and can't get to work. The project works fine on Quest and using Editor Mode "Any Android Device" with Quest plugged, but without, it simply doesn't do anything.
Hi Guys,I am trying to get the Gaze Interactor to work in the Interaction Toolkit Demos: https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples/blob/main/Documentation/Gaze.md and getting Cannot Find Device error (full message below). I have a Quest Pro and using Unity 2022 - I'm only interested in PCVR via Quest LinkXRI Toolkit 3.0.3OpenXR 1.11Developer Mode = ONEye-tracking over Quest Link = ONEye-tracking in headset = ONFall-back to Head Tracking works OKCould not find a device that supports eye tracking on Awake. Gaze Interactor (UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets.GazeInputManager) has subscribed to device connected events and will activate the GameObject when an eye tracking device is connected.UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets.GazeInputManager:Awake () (at C:/Users/User/Desktop/XR-Interaction-Toolkit-Examples-main/Assets/Samples/XR Interaction Toolkit/3.0.3/Starter Assets/Scripts/GazeInputManager.cs:5
I have added Grabbable,GrabFreeTransformer,Rigibody,Collider to an Object . I made it as two hand grab. Grab is working fine with two hands but it is disappearing when i click one hand two times on the object without using the other hand. What is the reason can anyone help. I am using meta xr interaction sdk
Is there a way with OVR to disable a UI Poke Interactable button (Disable the events, change colour to disbaled state)?The Toggles have a check box for "Interactable" but there seems to be no such thing for a PokeInteractable. There is a Disabled Color State in the Interactable Color Visual but no apparent way to trigger this.
Hi, I got the Meta XR Simulator working a few days ago, but now it crashes Unity every time I enter Play Mode. I have not changed anything significant between the time it was working and not working, so I don't know what could have caused the sudden change. General Info: - Meta Packages being used: Core SDK, Interaction SDK, Interaction SDK Essentials, MR Utility Kit, Haptics SDK- OpenXR version 1.11.1-exp.1- Oculus XR Plugin 4.2.0- Unity version 2022.3.30f1- Meta XR Simulator installed through Homebrew because I am on a MacEditor Log:Link to Google DocIf anyone has any ideas as to what the problem might be, please let me know.
I want to increase the rotate speed on grab using one grab rotate transformer. Any guidance?
In my Project i want to have a floating shelf, with objects in it.The shelf and objects should be grabbable. When I tried to develop such a system i placed the objects inside the shelf as children of the shelf in the unity hierarchy.I can move the shelf and grab objects out of it, but as soon as i grabbed the first object inside the shelf it is not possible anymore to grab and move the shelf.I use a color system where objects appear blue as soon as I hover over them, even that does not work anymore.Blue is shelf, red are the objects inside.Do you have aan idea ho to work with nested grabbables?
Page says "Product Id mismatch between product details and package details". Tried on two machines on different places.
Hi! I am searching way to download the room scan model from my quest 3 for unity development also it would really help me know how to contact the model information because I didn't understand from the meta documentation
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.