Unity Development
Recently active
Updated metaxr all in one sdk from v67 to v77 in package manager. Now lot's of associated files are missing. I have deleted the OculusProjectConfig.asset file under Oculus directory in assets to regenerate it but still the exists. Also lot's of associated files like pokeinteractable/grababble... are missing. Can anyone help me? Thanks in advance.
I am trying to making a door that can rotate at on a specific axis.So I add a hinge joint script on it, and there's also a OVR Grabble script on it because I also have a OVRplayercontroller in my hierarchy.When I run the program, I found that I only grab the door instead of rotate it
Hello everyone, my question is the following: how do you grab objects and rotate them on a specified axis, like a hinge joint?
In META XR SDK version 77, when adding the [BuildingBlock] Camera Rig, there is a configuration issue that causes the Skybox to appear black when entering Play Mode.Steps to Reproduce:Create a new project with META XR SDK v77.Add the [BuildingBlock] Camera Rig to the scene.Press Play.Observe that the Skybox is black instead of rendering normally.Cause:The Camera components inside the Camera Rig are set with the Background Type set to Solid Color (black) instead of Skybox... So set it to SkyboxSolution / Workaround:In the Hierarchy, locate and expand [BuildingBlock] Camera Rig.Expand TrackingSpace, then CenterEyeAnchor.Select the Camera component, expand the Environment section.Change Background Type to Skybox.(If necessary) Repeat the process for LeftEyeAnchor and RightEyeAnchorNotes:It’s surprising that in v77 this detail was overlooked, considering that in previous META examples they used a different Camera Rig configuration without this problem. The issue seems to stem from the upda
Phenomenon:After resetting the view, launch this gameThe Splash Image generates with incorrect Transform, then automatically moves to the center of the viewReal-time detection of XRHMD's centerEyePosition and centerEyeRotation in InputSystem shows abnormal Raw Vector3 and Raw Quaternion valuesWhen resetting the view in-game via the meta button, XRHMD's centerEyePosition and centerEyeRotation in InputSystem return to normal valuesDevices and Versions:Consistently reproducible on Quest 2, Quest 3s, and Quest 3. (Suspected to be related to Meta device updates, as the April build did not exhibit this issue initially, but now the same problem occurs even when redownloading that build)Details:This offset error is not random—the same offset occurs every time the game is launched. (Resetting the view before launching the game or resetting in-game still carries this offset to the next session, and even adb uninstall does not resolve it.)The issue has not been observed in other games, but we hav
I'm encountering an odd issue when launching my Unity app on Quest 2 using the "Build & Run" option with "Development Build" enabled. If the headset is in sleep mode during deployment, and I put it on after Unity reports the build as successful, the Quest lock screen appears but the controllers are invisible.Despite the controllers not being visible, I can still feel haptic feedback when moving my hands around, indicating that input is registering. However, since I can't see or interact with the lock screen properly, I'm stuck.The only workarounds I've found are either to manually stop the app via MQDH, which then makes the controllers visible again on the lock screen, or to wear the headset while Unity is launching the app, ensuring the device stays awake: in which case the app launches and runs normally.I am not sure If this is issue with Unity or Oculus.I am using:Headset: Quest 2 v78.1027Unity: v6.0 (6000.0.53f1)XR-Management-Toolkit: v3.0.8 (Oculus checked in plugin-provi
Hi everyone,I'm following this official tutorial from Meta to customize the hand model in Unity using the Interaction SDK:Meta tutorialAfter completing the steps and launching the scene, I get the following error:NullReferenceException: Object reference not set to an instance of an objectOculus.Interaction.Input.DataModifier`1[TData].UpdateData () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@77.0.0/Runtime/Scripts/Input/DataModifier.cs:103)Oculus.Interaction.Input.DataSource`1[TData].GetData () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@77.0.0/Runtime/Scripts/Input/DataSource.cs:225)Oculus.Interaction.Input.Hand.get_IsTrackedDataValid () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@77.0.0/Runtime/Scripts/Input/Hands/Hand.cs:294)Oculus.Interaction.HandVisual.UpdateVisibility () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@77.0.0/Runtime/Scripts/Interaction/Visuals/HandVisual.cs:250)Oculus.Interaction.HandVisual.Start () (at ./Library/PackageCach
After registering devices with MQFB (Meta Quest For Business), spatial anchor save and load operations have started failing. It appears that there's some kind of "untrusted" error message showing up.When we remove the device from MQFB, spatial anchor saving works properly, so we believe this is caused by MQFB's influence.We'd like to know how to handle spatial anchors under MQFB. If possible, we'd also like to know about setting up an environment where we can install APKs via ADB commands for testing even under MQFB management.2025/08/08 09:14:18.899 3660 11740 Error [CT] SP:AP:AnchorPersistenceRuntimeIpcServer: RPC not allowed for discoverSpacesV2 due to AnchorResultCode::ERROR_PACKAGE_UNTRUSTED(-10035) for package name com.onetoten.VoiceInteractionXR 2025/08/08 09:14:18.899 11557 11685 Error [CT] SP:AF:InsightAnchorApi: DiscoverSpaces: DiscoverSpaces failed to complete successfully, code:AnchorResultCode::ERROR_PACKAGE_UNTRUSTED(-10035) 2025/08/08 09:14:21.343 3660 11740 Error [CT] S
Hello,I'm making a mixed reality app, and I have scanned two rooms in my house. I have used the Passthrough, MR Utility Kit and Effect Mesh building blocks, but I can't move between rooms without the screen getting covered up in grey, even though I can see the other room being rendered in the effect mesh.How can I disable this "out-of-bounds" effect in order to transition physically between both rooms?The first image is from the room I started the app, the second is from the second room looking towards the first.
Hi all! I'm using Unity 3D for my VR project. I'm super desperate if anyone can help I will be so so so grateful! I suddenly experience where I was no longer able to teleport or move. I was able to before and then it just stopped. I'm using Meta SDK building blocks and I tried deleting everything and re adding, even tried in a new scene but as soon as I put in the building block for teleportation I get this error "At GameObject PlayerController, component FirstPersonLocomotor. The ground could not be found below the locomotor for 10 meters. Velocity will be disabled.A) Add a ground collider under the character controller.B) Set _velocityDisabled to disable movement and prevent falling without showing this warning.C) Set _maxStartGroundDistance to 0 to disable this behaviour." The ground and locomotor appear within range - theyre both Y 0 and I have tried changing the ground distance setting and moved the locomotor up to like y8. the issue still remains. . Here is my inspector for the p
I am using Unity's XR Composition Layers to render a canvas (like a floating desktop) on a Meta Quest 3.The problem I am facing is that the canvas is invisible as soon as the Meta XR Feature Group is enabled.I am using:Unity 6000.1.2f1Meta XR Core SDK 77.0.0XR Composition Layers 2.0.0OpenXR 1.14.3URP 17.1.0Unity OpenXR Meta (for passthrough) 2.1.1The composition layers work well as long as the ‘Meta XR’ Feature Group is disabled in the XR Plugin Management settings for OpenXR. As soon as it is checked, without changing anything else, the composition layer is invisible on device.All my tests on device were done with an actual build, not via Oculus Link, as a build is where is should eventually work.The same issue was posted here on the Unity Discussions Forum. Unity has confirmed that it is caused by a bug in the Meta SDK package, which appears to be disabling certain layers at runtime, which prevents Unity's code from executing properly on the headsets.Is this already being looked
I am developing a Meta Quest 3 (v74 for my OS with SDKs version being the lates the time of writing - v72) application in Unity 6 41f1 (and 29f1), where I currently struggle to get the application working past the loading screen (the 3 dots) in on the apk, while in the editor it just works, hovewer I would like to access functions that are not available in the player and even then my target platform in the Meta Quest 3 standalone platform. While running adb logcat -s Unity the result I get this log lines which peek my curiosity:W OpenXR : xrGetVulkanGraphicsDevice2KHR: Called twice. OpenXR : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_FOCUSED -> XR_SESSION_STATE_VISIBLE OpenXR : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_VISIBLE -> XR_SESSION_STATE_SYNCHRONIZED OpenXR : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_SYNCHRONIZED -> XR_SESSION_STATE_STOPPINGHandle cmd APP_CMD_WINDOW_INSETS_CHANGED(17)Handle cmd APP_CMD_GAINED_FOCUS(7)Handl
I have updated metaXR all in one sdk from version 67 to v77 latest. I'm using unity 2022.3.21f1. Lots of files used in the project is having problem. should i revert to the last used version? What i have done to fix this? after updating i got this issue "OVRProjectConfig exists but could not be loaded. Config values may not be available until restart." firstdeleted the package cache folder under library. and restarted unity to regenerate those files incase if any package is causing issue. also deleted the OculusProjectConfig.asset file under oculus directory in assets. it got regeneratI restarted the unity editor. now i'm getting this earlier issue can anyone look into this issue. Thanks in advance. tdmowrer any idea?
How can we increase fps of oculus quest.We are using xr interaction toolkit.In empty scene with just camera i am getting 55fps max.But in any project i am getting just 30fps.I have also done normal urp setting you can go though in photos attached.I also applied occlusion culling.
Hi all,I'm developing a mixed reality app using All in One SDK v77 with Unity 6000.0.54f1. Meta XR Simulator seems to work ok, however when I put a default Effect Mesh building block, the XR Simulator fails with an overflow exception using any one of the provided synthetic environments.I've found that if in the Effect Mesh, under Labels, for example if I only activate the CEILING flag, it works, I can select a synthetic environment and by trial and error manage to activate some of the flags like FLOOR, WINDOW, etc. without causing the overflow exception. However, this defeats the purpose and effects of the app I'm trying to build, for example, I'm sliding the ceiling in order to display a virtual sky, however it looks all wrong if I don't enable all the flags on Effect Mesh code block.I've tested all of the available synthetic environments but no dice, they all fail with overflow exception if all flags are enabled on the effect mesh.On the other hand, I tried and researched how co
Hi all,I'm developing a VR experience using the Meta All-in-One SDK in Unity, and I want to restrict the camera's vertical movement caused by physical player movement (like crouching or standing up).Right now, when the player physically moves their head up or down, the OVRCameraRig's Y position changes accordingly, which affects gameplay. For design reasons, I want the camera to stay fixed at a certain Y position (e.g., a seated or fixed-height experience), but still allow head rotation and horizontal movement (X/Z).Here's what I'm trying to achieve: Maintain camera rotation (look around) Allow X/Z movement (if the user moves left/right or forward/back) Prevent Y-axis movement from real-world head height changesIs there a recommended way to lock or ignore vertical head movement using Meta's SDK?I’ve tried clamping the Y position manually in LateUpdate, and it works, but I’m wondering if there's a cleaner or SDK-level way to do this (e.g., a setting in OVRCameraRig, OVRMa
I am facing an error when adding [Multiplayer Block] NetworkedAvatar (ver. 38.0.1) into the scene. The error is associated with a script which seems to be missing from package. The error is triggered in AvatarEntitiy.cs (line 173).var animationBehavior = GetComponent<OvrAvatarAnimationBehavior>(); animationBehavior.enabled = true;I also tried installing 35.2.0 but getting other errors. I believe the AvatarEntity code is built on some older version of AvatarSDK which earlier had class OvrAvatarAnimationBehaviour.
Hi, I’m building a VR project for Quest 3 using Unity URP and facing an issue with rendering modes:Unity: 6000.3.30f1Render Mode: Multiview (via Meta XR)Graphics API: OpenGLES3Canvas: World Space UI (TextMeshPro, transparent panels)Transparent 3D objects: used for visual effectsEverything is working fine using multiview in Quest 2 🎯 Issue:When Multiview is enabled, 3D models render fine, but UI and transparent objects are completely invisible.If I switch to Multipass, everything becomes visible — including UI and transparency.However, in Multipass mode, if any 3D object is placed in front of the transparent object, it flickers or jitters(likely z-fighting).❓ Questions:Is this a known limitation of Multiview with transparent objects in URP?Are there any workarounds that allow transparent UI and objects to render properly in Multiview without switching to Multipass?Is the z-fighting in Multipass expected behavior, and is there a clean way to fix it? Thanks for any help!
Hi y'all,has anyone ever figured out how to make shared anchors in the XR-Simulator work, meaning two Unity-Version running at the same time with Parrelsync?Everything else works, if you have one Version running as Client, the other as Host, but the Anchors can not be shared, probably because the "localsharing_mock_server" is not actually connected to Meta's servers and of course it would be way tot easy to have a way of local sharing this valuable data without Meta in between.I've tried several different ways, currently having Usersettings with testusers and "Standalone Platform" but, the loading (and probably sharing) the Shared anchors has failed everytime.Host and Client can see each other, so Unity Netcode runs fine in the Simulator.Best RegardsFlorian Buchholz
I still can't figure this out. I'm trying to use addressables and store them in my OBB expansion file for my quest game. Everything should be downloaded at install time, not worried about updates or DLC right now.Everything works perfectly in the editor, but when I use Split Application Binary and make a build, it can't find my files. My addressables definitely build, I can see that my OBB file is 3x the size of my APK, and when I convert it to a zip and open it, I can see the files are there. I made sure to name the OBB file correctly and put it into the correct folder in the quest's file directory.The error I get when trying to load a scene is RemoteProviderException : TextDataProvider: unable to load from url : jar:file:///data/app/com... etc I'm using Unity 2019.4.32 and Addressables 1.18.19Any help would be extremely appreciated!
Beginner developer here, creating my own input actions where I have to press the Left trigger and the Right Primary Button (A) together to do something.In my Input Actions Editor, under the custom action SwitchMode, I added a binding with one modifier. Left trigger for binding and RightPrimaryButtonPressed for modifier. For testing, my function is as follows:void OnSwitchMode(){ print("Mode Switched");}I do not get an output on the Console. However when I had both binding and modifier on the same controller (Left trigger, Left primarybutton or the right equivalent), an input is registered and I get a message on the Console.Why is that? And is there any way to get around this?
Just doing a sanity check here to see if other developers are experiencing any issues with the oculus doing weird things recently in regard to using hand interactions and the Meta reorientation button. After around July this year I've been experiencing an undesired automatic system recenter whenever the hands are palm up facing the camera. At first, I thought it was a random thing or due to testing the device with PCVR link, because this "auto" recentering is not 100% consistent - seemed random until recently. I ignored it up till now because I was too busy to address it. Recently though, I've seen a few others posting about it, but not enough to confirm if it's just our implementations or a Meta OS thing.But the more I test, the more I realize it is some fundamental change in one of the many recent Meta OS updates. On top of all this it doesn't recenter properly - at least not in my case.I am making a training app where I transition the user through
I'm trying to implement networked avatars.I've done the following, besides using the building blocks:Verified Meta developer accountAdded the Data Use Checkup: Avatars (it shows "active")However, when I enter the app, I usually get assigned a random avatar and sometimes I still get the purple default test avatar. With the same headset and the same meta account.What is going on??I am expecting to see my own avatar from the Meta/Oculus home screen in my app. But instead I get a random avatar.Is there something else to set/implement? And why do I sometimes still get the purple naked avatar?
Problem:1. Passthrough initially works fine in the app.2. Take the headset off, the display goes dark.3. Put the headset back on, the display turns back on.4. Unexpected: passthrough no longer works in the app!Also, passthrough doesn't work in the first run after the app has been installed.This is a regression. Passthrough always worked in the last version of the Unity OpenXR Meta package I used, which I think was 2.0.1.Suspected Cause:MetaOpenXRPassthroughLayer.Dispose() in the Unity OpenXR Meta package appears to be broken - it's not idempotent.When Unity's OpenXRCompositionLayersFeature.OnSessionEnd() disposes it, the underlying resources are gone for good.So when OpenXRCompositionLayersFeature.OnSessionBegin() creates a new one, it doesn't work.Version:Unity 6 (6000.0.51f1)My selected XR plugin: Unity OpenXR Meta 2.2.0Meta Quest 3I think these packages are irrelevant to this problem, but including the versions anyway:Meta XR Core SDK 77.0.0Meta MR Utility Kit v77.0.0Meta XR Platfor
Hi, does the new Audio2Expression feature only work with audio from the microphone? I didn't find a way to feed in some other kind of audio stream. Not sure what the use case would be just using the mic, besides the existing demo? The more obvious use case would be to use it like OVRLipSync to sync any character / NPC lip movement with audio, but this does not seem possible right now?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.