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HelloI experience an app crash when trying to execute Oculus.Platform.Core.Initialize(); on device.App is configured, uploaded to ALPHA release channel and configured, deployed.The app is working well when launched tethered via Quest Link (with a test account) but fail on device when launched standalone.The reason reported in logs is a java.lang.ClassNotFoundException while libovrplatformloader is looking up for com.unity3d.player.UnityPlayer.tried without no success :- added com.unity3d.player.UnityPlayer to proguard-user.txt- reduced stripping at min level- tried a NEW minimalistic project, same results- tried with Oculus SDK 65 and 66 Unity version : 2023.2.20f1 any hints ? crashlog :runtime.cc:669] Pending exception java.lang.ClassNotFoundException: com.unity3d.player.UnityPlayerCRASH pid: 15771, tid: 15792, name: UnityMain >>> com.noor.ApiTest <<<#07 pc 000000000008e3b0 /data/app/~~H44prAjbDWvKby6Otkq6oQ==/com.noor.ApiTest-y01jQaTuXA
Hi everyone, I'm developing a mixed reality game for Quest 3 with Unity 2022.3.13, but when the app is launched for the first time on the device, after the user has approved the permission request pop-ups (for accessing the scanned room, or the pop-up for scanning the room itself), the app seems to freeze, leaving the user in an empty space.
The "Purchase.ReportingId" field is blank after a successful payment, but for us this is a problem because we need this field to be able to attach the purchase to our own users, the question is, is this field left blank because we used a test user with an application that is not currently released?If we try this with an App Lab released app, will the contents of the "Purchase.ReportingId" field be available to us?We don't want to release the app with no guarantee that the ReportingId field will be filled, we want to avoid any potential problems
I have a script that listens for an event from another script. The thing is, everything works exactly like it should in the Unity game/scene, but the event doesn't seem to be working when I run the exact same app on the headset. Has anyone else encountered something similar?
Hi, After 55 update of oculus integration for Unity Variable OCULUS_XR_VULKAN_DYNAMIC_RESOLUTION starts to be false On 54 version are no such problem Because of that Dynamic Resolution stopped working. Unity 3D version is 2022.4.3f1Oculus XR plugin 4.0Oculus Integration 55.0Do you know any workarounds?
I am new to Quest development and have no prior experience with the now deprecated SDKs. I am rapid prototyping a simple training concept demo using Meta's new all-in-one SDK. Overall, it seems pretty good. I was able to get passthrough, teleporting, and player movement working pretty easily and happy with the results. But I still have not been able to get a simple left wrist floating UI menu button highlight/press interaction to work with the controller and pointer/lasers in worldspace, similar to how the standard UI canvas buttons work with a mouse in flat screen apps. All the building block examples seem to demo only hand interactions. I've pulled in the Unity samples from Git and can test those via link but cannot seem to reproduce them on my own custom menu tests due to confusion between the old methods and the changes in the new SDK. It seems from researching and comparing the older docs and tuts that Meta renamed a lot of stuff and r
Hello,I'm trying to work with spatial anchors for the consistent placement of objects. I can create spatial anchors fine, but whenever I try to load them using LoadUnboundAnchorsAsync(), I get an error and the code does not proceed to the creation of loaded anchor data. The functionality works as intended when testing through oculus link in the editor, but stops working inside a standalone app.InvalidOperationException: The OVRResult does not have a value because the operation failed with FailureUnsupported.at OVRResult`2[TValue,TStatus].get_Value () [0x00047] in .\Library\PackageCache\com.meta.xr.sdk.core@66.0.0\Scripts\Util\Async\OVRResult.cs:257 async void LoadAnchorData(Guid[] ids) { List<OVRSpatialAnchor.UnboundAnchor> _unboundAnchors = new(); var res = await OVRSpatialAnchor.LoadUnboundAnchorsAsync(ids, _unboundAnchors); //The errors come at this line if (!res.Success) { Debug.LogError($"[SpatialAnchorManager - Load]
Do you have the same bug or I need to reinstall Unity?
Hi! I've been experimenting with OVRInput Haptics as described in the documentation. I activate haptics with:// starts vibration on the right Touch controllerOVRInput.SetControllerVibration(1, 1, OVRInput.Controller.RTouch)The first value represents frequency and the second the amplitude, both with max values of 1.But whenever I change the value of the frequency, it doesn't affect the haptics, even with frequency set to 1 and amplitude to 0. If I set amplitude to eg. 0.5 and then change frequency in steps of 0.01 all the way to 1, no changes in haptics are noticed, that is the vibrations are exactly the same all the way through.Is this how it's supposed to be or am I doing something wrong?
Calls to OVRInput.SetControllerVibration(1f, 1f, OVRInput.Controller.RTouch) produces no vibration of the physical controller.Unity 2019.4.16f1Oculus SDK 23.1The developer page states that other methods of generating vibration are deprecated, so it seems that such a simple call should work.
Hey all, I'm trying to build my project to WEBGL, for this, I have disabled all VR elements and put in a first-person controller. It's meant to be something the client can test without having to set up their VR constantly, and its useful for me to roll out features to get them tested.but for some reason, it has stopped building and I get the following error:Library\PackageCache\com.meta.xr.sdk.voice@66.0.0\Lib\Wit.ai\Scripts\Runtime\Utilities\VoiceLipSyncMic.cs(49,21): error CS1061: 'Mic' does not contain a definition for 'SetAudioSampleRate' and no accessible extension method 'SetAudioSampleRate' accepting a first argument of type 'Mic' could be found (are you missing a using directive or an assembly reference?)From what I'm gathering, when Unity builds to WebGL, meta switches out the Mic class for a WebGL version, that's fine, except that the webGL version does not have the SetAudioSampleRate Function.this function is called in the VoiceLipSyncMic class on Awake.I understan
Hi,We are developing a Unity VR game for the Meta Quest platform and would like to know if revenue from in-app purchases can be paid out to a bank account in Guatemala.Could you please confirm if this is possible and provide any relevant details or requirements?Thank you.
Recently, there is a project requirement that requires using the Quest2 headset to identify QR codes in the environment. Based on the obtained QR code location information, some scenes need to be mounted underneath it. I have tried the Passthrough function to obtain it, but it was not successful. Do you have any good solutions?
How to learn How to use Meta XR SDK for beginners there is no tutorials . I saw the documentation its missing information its different from XR interaction toolkit. I want to do similar things like what Meta provided in Meta XR Interaction SDK OVR Samples
Hello,I'm developing a small VR app with colocation features on Meta Quest 2. The app includes:Unity 2022.3.20f1Photon Unity Networking 2 2.4Meta XR Platform SDK 63.0.0 (I'm using Building Blocks)Currently I'm struggling on interfacing with any Oculus Platform features from the Unity Editor due "Missing entitlement for XXX (XXX)" error when running "IsUserEntitledToApplication". I need to pass this check in order to retrieve username (for display to other players) and to interface with Anchors API (I think - I haven't got to that step yet):private void InitializeOculus() { Core .AsyncInitialize() .OnComplete(OnCoreInitialized); void OnCoreInitialized(Message message) { if (message.IsError) { LogError(message.GetError().Message); return; } Entitlements .IsUserEntitledToApplication() .OnComplete(OnEntitlementInitialized); } void OnEntitlementInitialized(Message message)
Hi, Setting up a simple Two Grab Rotate Transformer and am noticing that when both triggers are pressed the object snap rotates a certain angle and than starts to rotate based on controller movement. If both triggers are pressed many times the object keeps rotating around even though controllers are not moved. The One Grab Rotate Transformer works fine and leaves the object rotation intact before rotating based on controller movement.Any ideas?
I can't fetch my products in the app, it shows null, I publlished the product and it's status is "Reslease Pending" Here is the script [SerializeField] private TextMeshProUGUI m_priceText;private const string DURABLE_SKU = "box1"; private void Awake(){ Oculus.Platform.Core.Initialize(); } void Start(){ FetchProductPrices();} public void FetchProductPrices(){ string[] skus = { DURABLE_SKU }; Debug.Log("Products in list" + IAP.GetProductsBySKU(skus)); IAP.GetProductsBySKU(skus).OnComplete(GetProductsBySKUCallback);} void GetProductsBySKUCallback(Message<ProductList> msg){ Debug.Log("message" + msg.Data); foreach (Product p in msg.Data) { Debug.LogFormat("Product: sku:{0} name:{1} price:{2}", p.Sku, p.Name, p.FormattedPrice); &nbs
I am currently attempting to submit my app to the Meta Store AppLab.I need some advice on the following issue: In VRC.Quest.Input1, it is suggested that in-app menus should be activated with the menu button. I have implemented my menu in the way that when you do the pinch gesture with your left palm (hand tracking), the in-app menu appears. However, the app was rejected because in VRC.Quest.Input.8 it says that for apps that support hand tracking, the system gestures are reserved and should not be used.May I have misunderstood something. Could you please advise me on how to open my hand menu when I am not supposed to use the system gesture?
Problem: I'm trying to set my Quest 2 headset to 120hz, Calling OVRManager.display returns null Details:I imported the Oculus Integration Plugin then wrote the below code, but when I build and deploy to the headset I get a null reference exception because OVRManager.display returns nulls Additional Info:Unity 2021.3.12f1, building for the Quest 2, I have Quest support disabled.Oculus XR Plugin V3.0.2XR Plugin Management V4.2.1Oculus Integration V49.0BNG VR Interaction Framework 1.82 Thanks in advance for any help!
Hi, I would like to change the shader trasparency of horizon avatars, but the horizon shader does not expose any variable to apply that.Did anyone succed in doing it?Thanks in advance for any help
Hey Everyone!I am currently developing an App where I want to Snap Bricks together like Lego. I am using Unity 2022.3.12f1 with the latest Meta SDK (v.65) After Snapping my bricks are organised in a Parent Child relation. I am deactivating the Grab objects of all Children. This obviously leads to the children not being grabbable any longer. Now if I build a parent-child relation in the editor and make the Parent Grabbable the child gets treated like a part of the parent. I can grab it and the whole construct gets grabbed and I can move it.This does not work with my running code. My Expectation is that the GrabInteractors of the Parent also use the Colliders of the Children after I deactivate the Grabbable scripts of the children but this is not the case.
I have created a 2nd camera in my scene so that I could stream the view out to a server but my avatar is rendered without a head. Is there any way to force the Oculus Avatar2 to also create the head? I've been searching for options in the Oculus code but haven't found anything obvious. Thank you for any suggestions.
How to get Oculus Quest 2 Controller Battery in Unity? I am connecting Quest 2 using Oculus Link. Since it is catchable in official Oculus Software (Image Above), I think it is possible? But I can't access the battery either with SystemInfo.Battery() or SteamVR ETrackedDeviceProperty.Prop_DeviceBatteryPercentage_Float or Unity XR battery level.
Hi there, I'm web developer. I am working on an interactive web application where I use Unity (WebGL build) for the front-end visualization and ASP.NET Core managed by Visual Studio as the backend. I've run into a significant challenge regarding the communication between the Unity WebGL client and the ASP.NET Core server. The issue I’m facing involves CORS (Cross-Origin Resource Sharing) errors when the Unity WebGL client tries to fetch data from the ASP.NET Core backend. Despite setting up the CORS policy on my ASP.NET Core server to allow all origins, methods, and headers, my requests from Unity still get blocked. Any suggestions!
Does anyone know what kind of code I can add to Unity to block the hand tracking within the game? I use Unity to develop games.Thank you
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