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Hey!I see that there are building blocks available to support a passthrough window in your virtual world. I wonder if anyone was able to make the opposite, a window to see the virtual world in passthrough. Thanks!
Hello everyone. I have a question. I'm currently using Meta Quest all-in-one SDK in Unity. What I'm trying to do is too make piano keys intractable with the hand-tracking. I put the sounds and box colliders on the keys. The problem that I'm facing is when I press on them using hand tracking, it does not work. Like it doesn’t collide with it. Is there a way to put on the default hand a collider to make it collide with the other object?
I've been working with the Oculus Quest in Unity for about a month now and am working with different Interactors right now. During that, I have encountered PointerEvents, but I haven't been able to find the corresponding documentation to tell me what attributes a PointerEvent has. Through other scripts and trial and error I did find the type and data attributes which contain the type of the event and the Interactor that triggered it, but to better understand what I can do, I'd like to know if there are any other attributes a PointerEvent contains. Googling only got me the Unity-GUI-Pointer Events which do not seem to share these attributes, so maybe someone can point me to the class documentation or to a Unity class it is inheriting from (if that is even the case). Thanks a lot!
Unity Version: 2022.3.11f1Meta XR All-in-One SDK Version: 65.0.0Building Blocks Added: Camera Rig, Eye Gaze, Networked Avatar, Auto Matchmaking, Player Voice ChatI want the avatars that show up in the scene from the networked avatars building block to have the avatar eyes follow the user's eyes. I am using the Quest Pro headset with eye tracking enabled for my app and the OVR Manager for the Camera Rig object has eye tracking and eye tracking permissions enabled. However, whenever I play the scene, the eyes of the avatars just stay still and don't follow my eyes. How do I solve this?
I've been trying to raycast against the Quest 3 room global mesh with MRUK and my solutions keep getting more and more convoluted, can't be right.. Dug around the samples a bit and couldn't find anything, and the anchor raycast looks like it only does plane/volume and not the global mesh. Can someone point me in the right direction? an example would be fantastic..
Hi everyone! I integrated wwise 2023.1.3 and in Unity version 2022.2.21f1 and building a VR game for the Oculus Quest 3. I found that I need the Oculus Spatializer for Wwise integrated. But it only exists for the versions 2022.1 and 2021.1 of wwise. How can I do it for my Wwise version? I also considered downgrading the Wwise version but this seems to be very tidious as well. Thank you for your help!
Hi,I'm currently developing a Unity application for my research, and I wish to record data using Meta Quest 3.I can successfully create/edit/load files at Application.persistentDataPath, which points to /storage/emulated/0/android/data/<my application>. However, I fail to understand how to access the files at the location using the Meta Quest Developer Hub(Windows), the headset's file app, or the Windows file system.Do you have any ideas about how to access the files (primarily through Windows, if possible, as I want to download the data)? Thank you in advance!
HI guys, when i play every sample scene or anything at all, simulator loads an Un interactable scene. the input simulator is working as you can see in the image, but it seems there is no meta quest headset core in the simulator. I appreciate any help.
I am trying to set up the Meta Avatar SDK on my Unity project, and load my personal avatar (all in the editor, not a build).When I try to run the example MirrorScene, despite having created my own avatar in my Quest3 (I can see it when opening my profile inside the Quest), I see the default preset avatar and get the following warning:[ovrAvatar2 manager] ovrAvatar2_HasAvatar user has no saved avatarI have created App IDs (both Rift and Quest), and set a test user:I have set the required permissions for the App:I have checked the Load User From Cdn flag on the Sample Vatar Entity script.I have tried with both setting Android or Windows as the target platform.Any tips on why it is saying I have no saved avatar? I feel pretty lost at this point. Thank you so much.
"Developing a virtual reality (VR) app that requires access to the User ID (Remote ID) to enable seamless connectivity and authentication.
Dear All,i want to build my own browser in oculus quest for hosting my game on browser based that import game data from server. So, anyone have idea about this please guide me on this.Thanks...
Hi,We are working on an app for the quest which plays immersive experiences. Those experiences are comprised of media files and json files which are all bundled in a folder, and the app acts like a player reading those files to know what to play next.Previously we worked with other HMDs connected to an MDM and we downloaded the content to the devices that way, but now on our Quest port we are looking for ways to download the files without an MDM.My question are:Is there a way to have a background process checking against our server to know which files to download and download them while the device is sleeping?Is there a way to trigger the download from Unity and keep it going in the background while the device is sleeping?Is there any way to manage this process through the store and not necessarily through our Unity app? Few points to consider:Our experiences are hosted in an S3 bucket.The assigned experiences to each device can change, and some experiences might not stay on
Hello!I am trying to make a spray can type object work in UnityVR using the Meta SDK v65 all-in-one and I am wondering how I could create an object that can be grabbed and used after being grabbed.I am using controllers and grabbing works fine, but I am a bit stuck on what steps to take next to make it so I can use my grabbed object. Thank you for your time!
I don't want the model to be squeezed or stretched, I want to maintain the body proportions of the original model and perform full body tracking.But I found that full body tracking can only achieve tracking that is about the same size as my height. A model that is too small or too large can cause tracking anomalies, even if I adjust settings such as Deformation or RetargetingConstraint.
using: Unity 2022.3 and Meta XR 66.0.0Can't seem to edit fingers for a hand grab intractable on the Mac anymore. Does anyone have a solution?I have also posted the question over on unity forum. No reply so far.
Hi,I have an issue where some of the haptics clips play and some don't play. Why could this be? When I test them on Haptics Studio they all work fine. With one of them I raised the sensitivity and now I feel it on Unity, but with the others even when raising the sensitivity to 100% I don't feel anything. Also when I change the amplitude to the maximum I don't feel anything. Can it be that Haptics Studio shows haptics but then on Unity the haptics are not strong enough to be played? Thank you.
Hey everyone. I've been playing around with the Meta All-In-One SDK, and after installing the samples I didn't see any locomotion examples aside from the teleportation one. Where can I find a typical movement one with the left thumbstick (forward, back, left strafe, right strafe) and the right thumbstick for snap turn? I've tried to use Blocks, hoping that it has a setup working out-of-the-box, but no luck there either.I'm coming from Unity's XR Toolkit which works great, but I wanted to see what Meta has put together. My main reason for switching over is for the Multimodal, using controllers and hands at the same time, which Unity's XR doesn't have.Thanks!
HiI have some heavy 3D environments/scenes not originally optimised for VR and thus simply will not render at a performant level and FPS for obvious reasons.Ideally it would be great to take 360 images of the scenes which I have done many times and then add these to a 360 sphere to emulate the said environment but obviously not be able to move or interact which is fine.The problem is the scaling of the 360's as they do not look correct when viewed within VR. Usually they are huge in scale.I know this is a challenging subject but has anyone any idea how to get the 360 images to appear in real world scale when viewing using the headset in VR.The idea is to be able to render out 360 images from my large scenes that could then be used as a set of view only scenes in VR. These would then play as a part of a story telling narrative where the user is immersed in the environment at the correct scale and perspective of the 360 sequenced images.Thanks
Hello. I have a build of my VR Unity app for Oculus Quest 2 and it starts and works just fine. In addition for this app I have a launcher - an android 2D app that was written using .NET MAUI framework. This launcher allows to start Unity app by clicking "Launch" button. Here is button handler code:static partial void PLaunch() { PackageManager packageManager = Android.App.Application.Context.PackageManager; Intent intent = packageManager.GetLaunchIntentForPackage(MainPage.appPackageName); MainActivity.Instance.StartActivity(intent); } With VR headsets from another companies this handler works as expected. It launches my Unity app as if it was launched directly. But in case of Oculus Quest 2 it tries to launch my Unity app inside of launcher window as 2D app and then it crushes. I want to figure out how to fix it. Here is device logs for two scenarios:direct_app_launch.txt - Unity app launches directly (works ok):https://drive.google.com/file/d/1kIGc_p14XDXfwghB8ernp3QY
Hi I want to use Cloud Storage 2 for my Oculus Quest 2 Unity game. I have read https://developer.oculus.com/documentation/unity/ps-cloud-storage/?locale=en_GB but I can't figure out how to use Platform.CloudStorage2.GetUserDirectoryPath() I want to get a string which is the path of the directory for me to save my game data into for it to be Cloud Sync'ed, but GetUserDirectoryPath() returns a "Request<string>" and I don't know how to get the string from that. Please could anyone help? Thanks
Hello i am trying to implement a shadow using a projector but the shadow does't appear in Passthrough mode, i saw i found a shader that you can put on the ground to show real time shadow, but i didn't find anything to show projecotr image.
Hello everyone,For some reason I am unable to import/download any of the Meta XR SDK packages. I am getting this error in the Package Manager. This issue occurs also when I try to open it in Unity via the Assets Store page. Here's a snippet of what I'm looking at:I was able to get it working when it v65, however I Updates and also imported the Shared Spatial Sample asset package, and it seems to have gone downhill from there.I do also have The Meta Scoped Registry and don't see Core in that either:This is putting me at a most painful standstill in my work, and help would be deeply appreciated.I'm using Unity 2022.3.36f1.
I am working on a training app testing wrist menu ideas. I am noticing that any UI masking such as used with Unity canvas Scroll View components when near the ghosted hands seems to cause the scroll masking to fail. I suspect this is because there are two transparency shaders involved when rendering the screen one for the ghosted hand and one for the UI scroll bar. It is likely a draw conflict of some kind in the render pipe.The hand is using Interaction/OcculusHand shader from the Meta XR Interaction SDK v64 and the Scroll View component is using the standard Unity UI/Default shader.Has anyone come across this issue or have suggestions?SPECS:Unity 2020.3.19f1 - using URP rendering.Meta AIO SDK v64
Hey, I'm working on a fangame based on Gorilla Tag and my game is capped at 72hz, I'm interested in learning how to support 90hz for the Quest 2 and 120hz for the Quest 3 and Pro.
Does anyone like those building blocks?I think they suck. I would much rather got the old prefabs back.Anyway, building blocks camera rig and controllers seem not to work, at least deving over Link. I just get all the controller modles (Rift upwards) active and button animation not playing.anyo e elese experiencing this behavior (Unitu 2021, Meta XR v 66)
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