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Hello! It seems any version of the Meta all in one Unity package is not compatible with the Unity 6 preview. Just wanted to see if this was intentional and there is a timeline for this compatibility working?When even just trying to get the sample scenes to work there are multiple command line errors, play mode over Quest Link results in a frozen screen, and if you can get a build made, it will crash after ~15 seconds (I think this depends on the actions taken in the app). The same project works perfectly in Unity 2022.3.Any help or timeline would be greatly appreciated!
Hey, I recently started developing for Quest an app in Unity, and when I was installing packages separately I noticed that the newest version of Interaction SDK for some reason is not posted in Asset Store - the latest there is 66.0.0 and this caused me a bunch of weird errors and I ended up going to Meta's website to download directly the 67.0.0
Good afternoon. I am in a student research group working on a game/Passthrough showcase, that shows factory building and prototyping in vr. We have been struggling a lot with getting Passthrough working, over the last 4 months. Now we had an issue again where it would not work at all in underlay mode when post processing was enabled on the camera using a global volume. Any advice? As we need the post processing for our product. Unity: 2020.3.22f1 URPXR plugin managment: 4.2.0Oculus integrations: 34.0
So I was using v65 on 2022.3.7f1 Unity, all goodI updated to v66 and in the process Unity crashed, when I reopened the project I only saw an error involving some script in the voice sdk samples, but the thing that has be pulling my hair is OVR manager component and other Meta components are not showing, on package manager all meta stuff says "v66 and checkmark" *after seeing this I deleted the voice sdk samples folder, so I have no more errors on the console but the issue with the components still there }My best guess is this has something to do with Unity crashing, could you help me get my project back?
HiI am using Oculus SDK v66 in Unity and I use the interaction quick menu to add ray interaction to my UI canvas. Now, the only way I can interact with the UI Buttons is with the index trigger button. I would like to bind another button for interacting with the UI. How can I change this input binding?
Hello, I have a question as to whether it is possible to access the microphone of the Quest 3 or Pro from Unity. I want to develop a voice control application and have tried various Android voice source codes, but I cannot access the Micro, so I suspect that it is not released for Unity. Do you have experience here? And yes, I'm also testing the Meta Voice SDK, which is probably intended more for dictations. Thanks for any help Jörg
Hi,I've been developing a game with the Oculus Quest 2 in Unity. For testing, I use Oculus Link and everything there works fine.However, for my final build I built to the Android Oculus Device (as usual) and when I played the built APK file on my headset (standalone, unlike the link which is plugged into my laptop with a 1050 TI graphics card), everything was fine for the first ~10 seconds or so, and then the edges of the view started to get black and the entire screen just started flickering on and off so that it was unplayable. Made me sick and I'm still really disoriented. I have absolutely no clue why this would happen and would appreciate any advice here. Thank you!
Hi, I'm using Meta's XR Interaction SDK v66 in Unity and have a situation where I have a Grab Interaction 'pulling' a Build Icon in a Build Menu to initiate the building of the corresponding object in the game world at the point of the Grab Interaction. So I'd like to programmatically cancel the Grab Interaction on the Build Icon, instantiate a 'real-world' version of that object, and programmatically begin the Grab Interaction on this new object, letting the Player place the built object wherever they would like. So effectively I want to transfer the Grab from the Icon object to the newly instantiated object. The documentation for interacting with controllers and hands is great but I haven't been able to find much around initiating interactions exclusively with code. Any help would be much appreciated. Thanks! InfiniteEcho
Hello, I am trying to add Animation Rigging Retargetting(full body) of movement sdk at runtime on ready player avatar t-pose, but hand, leg deformed and stretched ... How to resolved issue.
Hi, Just started trying out the eye tracking in Quest Pro. As I'm quite new to it, hoping to clear some doubts about how eye tracking works in this headset.1. Setting the reference frame in OVREyeGaze. From the manual, it says, "In order to drive the eye GameObject properly, this component requires a reference frame in world space orientation. Typically, this reference frame should be set in the forward direction of the eye. It is there to calculate the initial offset of the eye GameObject."What does set in the forward direction mean? At the moment I've defined it as the left eye anchor, but I've tried a couple of other reference frames (like camera rig, and world space), and I can't see the much difference in the rotation data. 2. I am interested to use the eye tracking to extract gaze locations, i.e. I have a moving ball that is always 1.5m away from the camera and I want to know if the user is tracking the ball as it moves.So far what I've done is to first define eyeG
Hi Everyone. I am using OVRCameraRigInteraction for interactions everything is fine but i tried to check the hands are not visible only controllers are visible. But if i use the OVRcamerariig in ConcurrentHandsControllersExamples scene. hands are visible. I want to add hands in OVRCameraRigInteraction prefab. How can i do this. Did i miss something. Any help would be appreciated
I need some assistance with Unity passthrough. I'm trying to make it work on an alpha channel, and I've found two methods to achieve this: one using shaders and another using what I call a Mesh Projector. From what I understand, passthrough windows and surfaces ignore the mesh renderer and only use the Mesh to project passthrough through the 3D model. With the shader method, I've encountered several issues. In the editor, effects only appear in the left eye and not the right, and some things that don't work in the editor do work in the Android build. I've noticed a lot of inconsistencies and need some guidance. I've tried various shaders multiple times. I think the selective passthrough is the closest, but it still doesn't handle the alpha, and the passthrough reveal shader doesn't show up in the right eye. In summary, I want to use a passthrough that has an alpha channel to blend my modeling with real life. Can anyone help me out?
Hi, we're having some issues with quick invites using the group presence system. We set a group presence session using GroupPresence.Set, which appears to work as I can see my current session in the quest UI. When we then attempt to send invites using GroupPresence.SendInvites, we get a success response, however the sent invites return with nulls for every element excluding the recipient ID, and the other user does not receive the invite. The ID of the recipient appears to be correct, as it is the same ID shown for the user in the API section when looking in our application of the developer backend. Unsure if we're missing another step here, as we also tried using GetInvitableUsers, passing in the ID in the InviteOptions, which just returns an empty UserList. Additionally the account we are trying to invite is also not showing in the quest UI when using the Invite panel, despite being public and having activity sharing enabled for both users.
I made an Unity VR project using the Oculus Integration plugin and the OVR Avatar2 sdk.Sometimes, in build, the hands/arms of the avatar puppet don't follow the controllers pose.The controller still work, because it's possible pointing, teleporting, but the hands remain dandling, down, aside the body. Only the hands are affected by that, the head still works fine.I am not using the hand tracking, but only the controllers. Anyone had same issue?
Hello everyone, i develop a Unity XR app for Meta Quest and i want to connect 2 quests for local communication between quests. So i use bluetooth API by Google Android to connect the 2 Quest. (android.bluetooth.BluetoothAdapterandroid.bluetooth.BluetoothDeviceandroid.bluetooth.BluetoothServerSocketandroid.bluetooth.BluetoothSocket) But i have a problem, when i try to pair a Quest in the Meta Quest Bluetooth settings, the pairing works but after 2 seconds, the connected Quest changes from "Connected Devices" to "Already connected", it is normal ? Another question is why there is 2 "Meta Quest 3" devices in the list, one with an Smartphone icon and another with a "Bluetooth" icon, which bluetooth device i have to choose ? Thank you
Hello, I am making a multiplayer application in which user created full body avatar using ready player me. And use movement SDK of meta to move the full body player. Player syncing well with both controller and headset. All working fine on own device but when connect with multiplayer, player spawned on client side but not syncing its position and any movement. How to move player on client device also using movement sdk.? Thanks.
Hello,I'm interested to know if there is a way to retrieve the value of the eyes openness or at least to detect if the eyes are opened or closed is there documentation of the SDK where I can look for such functionalitythanks,nir
I'm using Unity 2022.3.2, OpenXR Plugin 1.10.0, XR Interaction Toolkit 2.5.4. I'm trying to use the XR Simple Interactable component's 'Select Entered' event, so that when I press the trigger on the Quest Controller, something happens. Right now I'm just trying to see a debug message. But it seems like this functionality is broken in the XR Interaction Toolkit Starter Asset Sample Scene as well as my scene.. Whether it is in the Editor using the XR Device Simulator, or building the sample scene to my Quest 3 device, when I tap hover the ray from the controller over the buttons and then press the trigger or the X/Y buttons, nothing happens. I saw something about needing to add a Rigidbody to the game objects and I tried that, but still nothing. Can anyone else replicate this? Or is there something that I am missing?
I'm working off the standard OVRPlayerController, which has an OVRCameraRig as its child.This is a game where I need thumbstick locomotion (which the OVRPlayerControllerProvides), but I also need roomscale movement. In other words, I need to make sure that when the player moves physically, his in game avatar should also move.Currently whats happening is that when the player moves physically, the OVRcameraRig moves with him, but the parent OVRPlayerContoller does not move. This is an issue because I need my OVRPlayerController to move with my player at all times for proper collision tracking and targeting by Hostile AI. What is the best way to achieve this? Iv'e tried a few ways to make it work but wondering what the cleanest solution is. I'll also need hand tracking for this game. Perhaps I should simply use the AvatarSDK standard avatar and make it a child of a Character Controller for thumb stick movement? thanks for the help!
I'm trying to get VR Virtual Keyboard [BuildingBlock] to work but I can't, how do I get the text I see on the keyboard when I type to an InputField (TMP)? This is very complicated, I don't see any method that does it, and I can't find information that helps me. I'm getting hit more than a bee on glass. Please help, some link that explains how to do it, I just want the player to be able to write their name.
My project uses hand pose detection which used to work with Building Blocks but now is broken. I can no longer load any of the sample pose or debug scenes and I’m stuck. Can anyone help me get going again, please?
My app uses distance hand grab interactions to grab objects and move them while they maintain their distance from the player. One thing I immediately noticed is that the movement is jittery due to the tracking of the hands. I was able to fix this by overriding the "Grab Origin" parameter in the DistanceHandGrabInteractable component with a custom GameObect that lerps to the players hand and resulted in much smoother movement. After I updated to v66, overriding this parameter does nothing. Been digging around in the scripts and cannot for the life of me figure out what changed and how to override this for smoother movement.
Are there ramifications of setting OVRManager.runInBackground to true?it's line 474 of OVRManager.cs
I use SerializableDictionary without any issues in Unity on PC. When I try to build the app on Android, I get the following error: The type or namespace name 'SerializableDictionary<,>' could not be found (are you missing a using directive or an assembly reference?) I am unsure if I must import anything besides the Meta All-In-One SDK to make It work on Android. It works flawlessly on PC.
https://developer.oculus.com/downloads/package/meta-xr-core-sdk/ "66.0 - Release Notes What's New Boundary API The Boundary API enables developers to suppress the boundary visibility, allowing users to go beyond the Guardian Boundary. The feature is closely related to Passthrough: The boundary visibility can only be suppressed when a Passthrough layer is rendered." The official API docs only refer to v65. Has anyone managed to do this? If you have, would you be so kind as to tell me how please? I'm trying this private OVRManager ovrManager; ovrManager = FindObjectOfType<OVRManager>(); ovrManager.shouldBoundaryVisibilityBeSuppressed = true; but the boundary still appears.
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