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Hi everybody,I am trying to implment an interaction where the user (1) grabs an Interactable object and snaps it to a predefined position and then (2) has the option to translate transform that same object to a specific position. I did encount a few problems/question that I couldn't solve yet. 1. How can I check, if an object is snapped to a predefined snaplocation? I want to achieve, that I then can deactivate and activate the relevant Grab Transformers and maybe snap locations2. How can I check, if an object is transformed (through one grab translate transformer) to a specific position and then lock it there while still active? I want the object to be able to be translate-transformed again, but only on a release and grab, not while keeping it grabbed (active). Any help is greatly appreciated. I suppose I have to code a little bit which I don't have a big problem with, however a starting point would be of great help to me.Thank you 🙂
Hi everyone,We're currently developing a mixed-reality (MR) game for the Oculus Quest 3, which involves physical movement within a real-world space. To enhance immersion, we utilize the passthrough feature extensively and need to disable the Oculus Guardian boundary system.Currently, the only way we've found to disable the boundary requires players to activate Developer Mode on their accounts, which isn't ideal for general users. We're looking for alternatives that allow us to disable the Guardian boundary without requiring users to change their account settings.Additionally, our development process involves recording gameplay, for which the boundary needs to be enabled, but we would like to maintain passthrough vision. Is there a way to enable just the passthrough and disable the boundary for recording purposes?Has anyone here worked with similar settings or encountered these issues? Any advice or suggestions would be greatly appreciated.Thanks in advance for your help!
I'm attempting to show and hide the OVRVirtualKeyboard Building Block Prefab in Unity 3D. Setting the gameobject to active or inactive either doesn't work, or it will produce Null Reference errors, depending on when the operation is performed. Commands are obviously controlling it from outside of unity, how to I interact with them? Is there an easy or proper way to hide and show this asset on command? I have resorted to essentially gluing it to the back of the user's head when I want to hide it, and putting it elsewhere when I don't. Any advice is appreciated, thanks in advance.
Is it at all possible to apply multiplicative effects to the passthrough layer? Currently working on a toon water shader. In this case we need to be able to apply a blue filter to the passthrough for areas that are underwater. Having the effect mesh use a multiplicative shader material has no effect as it appears the passthrough is composed with the scene rendering after the full unity render is complete. I suspect this means it is impossible to do multiplicative blending with the passthrough unless some additional feature exists to explicitly do so. Does anybody know of a way to achieve this effect?
It seems that Meta introduced an API allowing the mashing and combining of separate rooms from the Scene API.While I have seen this in action via the Building Blocks such as the "Find Spawn Position" block which accurately places game objects in ALL rooms. I'm having huge problems with Nav Meshes and the Nav Mesh Example scene. The project I'm developing requires an NPC to wall all around the space. Problem: Even after setting the RoomNav Mesh component to "All Rooms", It does not accurately link them together.I disabled the Scene Obstacles Door_Frame etc. so they should be able to walk through and the nav mesh to generate.Whatever I do the Nav Mesh never connects with the others from the other rooms.I guess the Discover API is a bit hidden behind MRUK. If anyone knows of a possible solution it would be greatly appreciated. Sorry for the tag neurodivrgent ! Any clue who I can ask for this?The only reference to this is a full Blog Post from Meta about the v
Hi there,so right now I am using several objects in my MR-Scene that are based on the NetworkGrabbable-BuildingBlock.They work fine so far, but when I try to release them from my hands, it feels “sticky”.The object has, similar to the cube that it's based on, a Box-Collider as “Trigger” and a Mesh collider.But, as seen in the image, the Box-Collider is larger than the object. Is that Boxcollider responsible for the “grabbing” and “releasing”-Area, and could it be that I just need to make that smaller? Or am I possibly **bleep**ing something up here?Anyone experienced in that?
Hi , I have been working with Immerse and Quest 2 for a while. Whenever I enable the voice feature through Gradle (Custom main grade template & Custom Base Gradle Template). Apk getting rejected and showing error stating three permissions CAMERA, READ PHONE STATE and RECORD AUDIO needs to be removed.I have followed the below documentation. https://docs.immerse.io/docs/gradle-template-unity-20203 The voice works fine when I publish from unity3D to Quest 2 via cable. But when I tried to upload the apk via oculus HUB/ Oculus developer portal store. Its showing error stating below permission needs to be removed to get it uploaded. <uses-permission android:name="android.permission.CAMERA" /> <uses-permission android:name="android.permission.RECORD_AUDIO" /> <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" /> <uses-permission android:name="android.permission.BLUETOOTH" />
Hello,We’re experiencing a Microphone bug when starting the Microphone the usual way, with "Microphone.Start()".What happens on the Quest 2 is that when we put the headset to sleep mode, by pressing the button on the side, the Microphone stops. BUT this bug is inconsistent, at least from our tests, it looks like the Microphone only stops if when coming back from sleep mode on the Quest 2, we get a popup window (like enter passcode, choose user account, etc.). If we don’t get a popup, from our tests, the microphone doesn’t stop.We don’t like that when starting the microphone on the quest there is always a black frame. Would it be best practice to always start the Microphone when coming back from an OnApplicationPause event?Do other people have that bug?
Hey, folks! I am not exactly HLSL-inclined, is there a way to reference the depth texture produced by DepthAPI in a way similar to the Scene Depth node for Shader Graph? We are attempting to use it directly for certain shader visuals rather than just the final occlusion too.--Question is resolved! I've received a response from the DepthAPI team - the following is the Custom Function code snippet for Shader Graph:#pragma warning (disable : 3568) #pragma multi_compile _ HARD_OCCLUSION SOFT_OCCLUSION #ifndef SHADERGRAPH_PREVIEW #include "Packages/com.meta.xr.sdk.core/Shaders/EnvironmentDepth/URP/EnvironmentOcclusionURP.hlsl" #endif void GetEnvironmentSceneDepth_float(float3 posWorld, out float environmentDepth) { #ifndef SHADERGRAPH_PREVIEW const float4 depthSpace = mul(_EnvironmentDepthReprojectionMatrices[unity_StereoEyeIndex], float4(posWorld, 1.0)); const float2 uvCoords = (depthSpace.xy / depthSpace.w + 1.0f) * 0.5f; environmentDepth = SampleEnvironmentDepthLinear(uvCoords);
Hi all,I'm a developer and player in VR and I've recently set up my development environment again after moving.However, after setting up everything properly my Unity would start crashing for some reason, and I thought I would check it later and see if I could open the executable for my game, also to no avail.From there I tried to open any other VR application, even in Unreal Engine and it would instantly say "fatal error".Whenever I disable the Oculus service, everything works again and nothing's wrong..Usually I know exactly what to do but I'm at a loss.I've done all the steps as the automated responses gave out on these forums and I've created a support ticket for it.I am not entirely sure but I'm not sure I've even opened my VR Unity game after the CPU upgrade right before the move, but at the same time, I've updated everything where I could.The stack trace isn't really conclusive since it's unable to find the address, according to the Unity bug reporter tool.Has anyone else had any
Is there an easy way of getting a 2d "play area boundary" from a Quest 3 room scan? In other words, is there a way of using the information in the room scan to define a floor area that is safe for the player to move around on? I am trying to make a VR app that generates a maze within a play area that a user can safely physically walk through.I know that there are API's that make spawning things in an open area, or AI navigation possible, so I assume this is possible. But is there an easy way of doing this?I imagine I could use the Unity Scene API to get information about the walls and furniture which I can then use to get a 2d area that would be safe for a player to walk around in. But before I spent a lot of time trying to do this, I thought I would ask if anyone knows if there is an API or something that provides an easier/more direct way of getting this information.
Hey,I am attempting to use the Oculus Avatar system, which has some level of support for the full body Avatar including legs. But I cannot find any documentation, examples, samples, or posts talking about how I am supposed to set the feet/legs. I find a lot about moving the hands and head with OvrAvatarInputTrackingDelegate and OvrAvatarInputControlDelegate and writing your own AvatarInputManager : OvrAvatarInputManager to basically replay pose data onto the avatar. But I cant find anything equivalent for the legs. Does anyone have any tips or examples, or general help on this topic? Thanks
Documentation says: which conflicts with actual virtual mapping when there is only one connected controller:
I'm working on a mixed reality (MR) project in Unity (version 2022.3.20f1) using Meta's SDK (version 62.0). In my project, I've set up the splash screen for my application by uploading my logo in the Camera Rig -> OVR Manager -> Quest Features -> Splash Screen section. I then configured the System Splash Screen Type to "Stereo" and set the System Splash Screen Background to "Passthrough" (although the logo never appeared in passthrough mode during any of my tests). For the first 20 trials, everything worked seamlessly. However, as of yesterday, the logo appears split in half (as if cut down the middle), and I cannot understand why this issue has arisen or how to resolve it. Moreover, I'm puzzled about why the logo never displayed in passthrough mode as expected. I've tried removing and re-adding the logo file from the Oculus folder and performing a clean build, but these steps haven't solved the issue. I would greatly appreciate any advice or solutions from the community, espe
I hava a bizarre problem on my Quest 3 where my origin for all of the Unity apps I build is "stuck" in a specific real-world position. I THINK this position is the first place I stood when I launched an app with a room-scale boundary. No matter where I am, either in a stationary or room-scale boundary, even in another room, the apps all start with the origin in that "stuck" position. And it's doing this same thing for multiple apps. This issue ONLY happens on my Quest 3; it doesn't happen on my Quest 2. This also happens regardless of whether the app is set to VR or AR. As a test, I've made a Unity app that just has a scene with an AR Session, XR Origin with camera (and passthrough setup on the camera), and a sphere at the origin. There are no custom scripts in the project. On my Quest 2, the sphere correctly spawns at my feet, on matter where I'm standing. But on Quest 3, the sphere always spawns at that "stuck" position, even if I'm in another room. Likewise, all
I have updated my Unity project (2022.3.36f1) from Meta SDK 66 to 67, and this error has popped out:Library/PackageCache/com.meta.xr.sdk.core@67.0.0/Scripts/BuildingBlocks/MultiplayerBlocks/PhotonFusion/NetworkedAvatar/Scripts/AvatarSpawnerFusion.cs(46,34): error CS0246: The type or namespace name 'AvatarStreamLOD' could not be found (are you missing a using directive or an assembly reference?)I'm not using the avatars SDK in my project, and everything was working fine with v66.Any ideas? Someone else has found this error updating the SDK?Thanks!
Hello,I'm trying to instantiate an object during runtime and need to add interactions to it. Specifically I want to add a mesh collider, rigiidbody, HandGrabInteractable, Grabbable, OneGrabFreeTransformer and TwoGrabFreeTransformer to the object. I can not create a prefab for the object as I'm importing it from a server and adding it to the scene during runtime. The issue I'm currently facing is that though I can add the components during runtime, how do I set the proper references in Grabbable for the transformers and in the HandGrabInteractable to the grabbable. I tried creating a prefab with all of the 5 components attached to it and add it as a child for the 3d object but for some reason this doesn't work.
Here's my scenario. I am developing for the Quest Pro/Quest 3 using the Interaction SDK.I have a power drill in my hand and I want to use it to turn a screw. I would like the drill's socket to securely latch on to the screw head while I activate the drill and turn the screw and for this joint to break when a certain force threshold is reached. I suspect this has something to so with snap interactions, which I've tried, but I can only get the snapping to happen once I release the drill. I haven't been able to find anything in the documentation on this subject and I would appreciate any help or tips or leads.
I'm currently trying to test the Cloud Storage 2 platform service in a Unity app. Currently when using CloudStorage2.GetUserDirectoryPath()While in running in the Unity Editor play mode/Oculus Link I get no output, the function never returns anything. While running the app in a build on Quest and having given myself Beta Channel access in the app dashboard, the path prints out correctly. Is there any way to use the cloud storage functions within the Unity Editor for testing purposes or does this feature only work in builds with the correct permissions?
Hello,I'm fairly new to developing with the Meta Sdk so maybe it's an easy fix.Using The latest sdk 60.0.0 in Unity 2022.3.11f1 and Virtual Keyboard to type an Ip address into a input field.Adopted the "Virtual Keyboard" Sample Scene to my needs but it's not working properly.The Virtual Keyboard doesn't show up most of the time (only after time for whatever reason) and the input field takes a hover, but it's impossible to make it selected with a click. this should make the Virtual keyboard appear. Its not that it doesn't work at all, but somehow weirdSome ideas would be appreciated.Best Chrsitian
I'm using the Meta URP fork for ASW support (Unity 2022.3). I also have functionality in my game for taking an instant photo onto a RenderTexture. However when I do this the images I get seem to be showing the motion vectors and nothing else. Its definitely due to the fork as identical setup (Vulkan / Standalone build) worked perfectly before the switch over. PCVR / DX11 works fine either way. Is there any way to strip the motion data out of these or a way to force that particular camera to not do the motion vector pass? Also reported here with images: https://github.com/Oculus-VR/Unity-Graphics/issues/34Sorry for repeat convo (put in the wrong board to start with)
Hello,I am just looking for some assistance in finding info on how I could possibly use data from Meta Quest Move in an application to interact with gameplay features.It is difficult to search for as the naming on Meta Quest Move/Oculus overlaps with things like the Movement SDK, Oculus Move Fast sample and some other things, and if I were to remove all references to movement, I lose a lot of links to the Move integration itself. There is little I can find except some basic info on how it works, and the removal of functionality like syncing with Android Health Connect.Would I need to build a custom method to retrieve the data, and is it accessible externally at all?Thanks for your time.
I am trying to have my network avatars appear in my app but now all of a sudden everyone is not able to see each other in the app. It is VR experience. I am using Meta Building Blocks for this.
Hello everyone,I am wondering if there is a way to share spatial anchors with non-Meta devices. Specifically, I am interested in creating a separate app for Android that can visualize these anchors. Does anyone have experience or knowledge about this? Any guidance or resources would be greatly appreciated. Thank you!
Hey there,ist there a way to start streaming via a api call? Im developing an Therapy Application with a companion app to remote control several things in the app and it's quite useful to see what the user is doing. Streaming works like a charm, but always starting the stream manually is not very elegant. So is there a call to start the Stream. Also would be interested how to fullframe the stream window (cromium browser) by code. A .js call? Not a web developer, so any help appreciated.Thanks in advance.Christian
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