Unity Development
Recently active
I'm trying to figure out how to do the room scanning on Quest 3 (like in the demo app "first encounter", not the basic plane detection that sets up walls from your room setup). Remap button or something, Phonto also has this feature, but I don't know how it works. While the apk is opening, it asks if you want to scan it the room.
For some reason all passthrough scenes on my device only let you see this blue background. I'm still getting the room data but can't actually see anything. This use to work until recently.
Hello, I'm trying to implement an Outline Post Processing shader. I've found a simple graph shader that uses "full screen pass renderer feature" and the video is here.In the project I'm utilizing Meta's All-in-One SDK with passthrough and Meta's Depth API. Everything seems to work fine in Scene and Game mode with link. However, when I build the project the objects shift around and go undesired places while disabling the passthrough. I figured that the outlines seem to be in the correct location but the rendering of the red cube is moving around. I have been trying to debug it but could not find the reason causing this issue. I am not sure if these screenshots would help but here there are anyways.
Hi all,I'm trying to add a simple sphere collider at the hand joint : index tip. so i thought this would be easy in the documentation i found the accessor function gethandtransform(), so i grabbed the gameobject of this transform tried to add the sphere collider..... and no luck. next step i tried to create a game object at the point, set its parent to the gethandtransform, set its position ect ect and still no luck, then i spotted that in the hierarchy that the object right hand is disabled. how can i achieve what i want to do ?
i meet a weird problem. when i just use default camera provided by Unity, i can load my personal Avatar from CDN.But when i changed to Camera Rig(load from Building Block), i can not load my avatar. Did anybody meet this situation before? THX!
The title pretty much says it, but when using the Leaderboards Client API any test accounts aren't showing up in the resulting LeaderboardEntryList. The LeaderboardEntryList shows the TotalCount correctly, but the entries returned only show actual players. So if I have 19 Total Entries and 17 are test accounts, the LeaderboardEntryList with show the Total Count of 19, but only provide a LeaderboardEntryList of Count 2.This seems to have happened in the recent past so I'm not sure what has caused this issue. Using the Leaderboards Server API gives the correct response.Have settings changed where the TestUsers can't be used for Leaderboard testing? Or is there a workaround until this is fixed?
Hello, I want to use system keyboard to type in unity text mesh pro input field. when i clicked in input field some time it open native keyboard and sometime not (I am using meta quest 3). Is it know bug to meta quest 3 ? In Oculus quest 2 it working fine. I have enabled required system keyboard and set target device to Quest 3 also in OVRManager script.I have also checked my AndroidManifest file and found there is entry of <uses-feature android:name="oculus.software.overlay_keyboard" android:required="false" />My Unity ver is 2022.3.19f1.So what is the problem? Its very frustrating to continue click on input field then some times it only.
I had a question regarding poke interactions. From my understanding you apply poke interactions to a surface. How do I make 3D object, let's say a sphere, pokeable(regardless of which direction it's poked from)
Hi thereI am currently trying to create a VR based glove using an Arduino and the Meta SDK. So far I have managed to get the Arduino working and get detected by Unity. I tried altering the handgrabinteractor script on the Meta Quest SDK to see if it works in VR. Did not alter the script, just basically said that if my hand is near the object, it will grab. Did not work. Please can anyone assist me in how to get my arduino working with the Meta SDK or an example on how to do it? Thank you
Hi I am using oculus interaction sdk. I have added grabbable and lifting the object with two hands. My issue is about the weight i have to lift it according to the weight of the object. Is there any way to lift the object which feels realistic. Can anyone help inthis,Thanks
I am building a game the leverages navmesh in multiple rooms but no matter how many things I change the SDK doesn’t seems to generate more than 1 room navmesh at the same time. The Scene Navigation component is set to ALL ROOMS. I can provide any logs necessary. The project is using the latest v65 SDK and is running on the latest unity 6 preview version.
Hi,I'm working on a game, and in the tutorials we would like to show the players what can they do with the buttons of the controllers, and in some cases we are waiting until the player press the correct button.I can't find any way to figure out if a player enabled or not the Switch Oculus and Menu option in the Hands and Controllers setting menu on a Quest, so if he did, the game will highlight the menu button on the wrong controller, and it confuse the players, because if they press that, the Oculus Dashboard will pop up instead of the in game menu.My question is, how can I check which button is the menu button?Oculus integration package is already added to the project, but I didn't find any reference to this.
Hi, After running the automated VRC tests in the oculus debug tool, i'm growing concerned about the ability to accurately test my framerate for oculus rift s.The vrc testframerate fails, giving me an average of 67.5 fps (I should be hitting 80 for this oculus rift s). if I enable the performance hud and run the app again, i see conflicting statistics. Application GPU/CPU render times are about 3ms each, but the "app queue ahead" time is around 30ms? App framerate is shown perfectly locked at 60fps. If my total frame time is somewhere around 6-7ms, why am i getting a framerate at half that? The first scene in my unity build is a nearly empty menu scene, just a skybox and a simple menu. This runs perfectly fine in the unity editor, and usually a non-editor build will always run a little faster. I've tried changing vsync settings, running the app with nothing else open, restarting my computer even, nothing helps me hit the required 80fps in a near empty scene! Edit: I've upgraded from ocu
Issue with UI. I have this virtual hand block colliding with my canvas and poke blocks. Also, my canvas, panels, and buttons become translucent for some reason though they appear opaque in editor view I don't know why. It would be helpful if someone could let me know what I am doing wrong. Thanks.
In Unity, I've been using OVRHand.PointerPose.position to get the pointer pose position. In V65, it works as expected and gives the correct position.I recently updated to V66 and noticed that this position is now completely wrong. There is a significant offset to the generated pointer pose gameobject. I found this by turning the pointer pose's hide flags to none.As you can see in the above image, the pointer pose is somewhere else. The prefab used is OVRCameraRigInteraction and is directly dragged and dropped from Meta SDK package with no changes. Any advice on how to fix this?
Hi,we are building an MR/passthrough game meant to be played outdoors in large open areas. We found out that boundaries are limited to 10m by 10m which is hugely insufficient, as our game requires the players to move around a lot (easily in an area of a basketball or even a football field). We found out that we can disable the boundaries with the permission: <uses-feature android:name="com.oculus.feature.BOUNDARYLESS_APP" android:required="true" /> but when we try to publish the app, it gives an error: This APK includes experimental APIs (com.oculus.feature.BOUNDARYLESS_APP in AndroidManifest.xml).... APKs with experimental APIs cannot be pushed to public channels.how can we publish the game on Meta Quest store without the boundary limitation? PS: Arkio doesn't seem to have any boundaries so there must be a way. We are putting in place solutions to enable awareness of obstacles and hazards so it's not like we don't take safety seriously
Hey,I'm trying to build an interaction where I can use one hand to rotate a knob. Any resource or guidance is appreciated. Thank you
Initially my simulated was usable. But when I moved the path of my unity project, I found that it started to report errors.I'm guessing there might be something wrong with the path to the files, but I don't know how to change it.
I'm building an MR game using dynamic room from MRUK. Is it possible to generate a acoustic geometry/map at runtime using MRUK rooms?From what I understand it is all pre-baked in editor?
I am using Meta Quest 2 headset to track my hands with XR Hands 1.4.1 package. Is it possible to get indexes of joints that are currently unavailable for tracking (due to partially covered hands, hardware on hands, etc.)?I tried using XRHandJoint.TryGetPose() but after initial hand detection it always returns true with a Pose containing predicted position and rotation (or identity Pose filled with 0s if whole hand tracking is lost). My plan was to detect currently covered up joint and do predictions using other joint positions manually. I know there exists events that can be subcribed to when whole hand tracking is lost, is there something similar for specific joints? Any suggestions are appreciated.
I have added hand interactable .. but how to add pinch pose. currently grabbing is fine. Can anyone suggest
After Updating SDK to v67, UI Canvas is not visible in builds. Currently using Unity 2022 Built-In RP. I just have an empty scene with OVRCameraRig and UI Canvas Image. It throws erros as you can see in the screenshot. Anyone has an idea?
First of all thank you Meta for the hard work to improve the SDK with a lot of frequency BUT can we please find a way to make the SDKs updates less horrible? 50% of the time after an update from the package manager something breaks in the project, and I dont mean incompatibly, I mean stuff with the packages, library folder etcI was so excited to try the new Depth API with v67, but I had to rollback everything to v66 because I couldn't get rid of an error not finding OVR Input.Its amazing to have a rapidly evolving environment for Quest but please lets make this in a better way, starting by updating the version number on ALL packages, make it as easy as update the main package and that it updated all the dependencies.
I'm working on a Meta Quest game, and My code worked before but a few days later is not working again. The environment is on Android, SDK 67, I'm following the best practice of entitlement check doc. I have my account at Release ChannelsI have passed the DUC.My build is uploaded successfully.I can pass the entitlement check while using a Rift App ID, with the same DUC setting and dashboard setting.But every time I switch to the Android with Meta Quest App ID, even in the same DUC & dashboard setting, it does not work. I‘m appreciate for any helpful hints
Hello allThe splash screen does not show on core sdk v67. It just jumps into the scene.To reproduce:Disable splash screen in unity player settingsMake sure the virtual reality splash image is empty tooSet the desired splash screen in the OVR Manager / Quest featuresBuild for windows and runThere is a work around which is to enable the virtual splash image under player settings in unity (leave the splash screen off) and ignore the error from OVR Manager / Quest features telling you to switch it off.This is not an issue when building for android. I've test on both pro and quest 2.Is anybody else seeing this too?Regards
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.