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I'm developing PC VR Quest 3 content through Quest Link with Unity 2022.3.15f1. I'm implementing interaction using hand tracking. The problem is that it doesn't happen when I run it on Unity Editor, but when I build and run it, I lose my hand tracking if I take off my headset and use it again during execution. Is there a way to solve the problem? Is there a way to make hand tracking happen again quickly at this time?
I have noticed that the LoadSceneFromDevice() function in MRUK 65.0.0 does not work. However, strangely, it works when using the Synthetic Environment Server in the Meta XR Simulator. It only fails when running from the Unity Editor while the Quest is connected to the PC via Quest Link.However, if I check the "Load Scene On Startup" option in MRUK and execute LoadSceneFromDevice() from MRUK, it works. It only fails when I call LoadSceneFromDevice() from my script.These functions worked without any issues in MRUK 64.0.0. Why is this happening? I can't understand it.
Where has the Oculus/OVR Build menu gone?I am working in Unity 2022.3.11f1 and wish to connect my Quest 3 but the option to go to "Oculus/OVR Build/OVR Build APK And Run"on Unity menu bar has disappeared. How do I connect my Unity Project to Quest 3 please?
I'm trying to run Simpleperf to get a CPU trace of a Unity Project. The instructions seem to be missing steps.I cannot successfully run either the `binary_cache_builder` (missing `perf.data`) or `app_profiler.py` to generate a `perf.data` file. I'm following instructions here: https://developer.oculus.com/documentation/unity/ts-simpleperf/ 1. Running `binary_cache_builder` requires a "perf.data" file that is missing.```Android\Sdk\ndk\21.4.7075529\simpleperf> python binary_cache_builder.py -lib "C:\Users\suv\Desktop\test-0.1-v1.symbols"Traceback (most recent call last): File "binary_cache_builder.py", line 237, in <module> main() File "binary_cache_builder.py", line 228, in main args = parser.parse_args() File "C:\Python27\lib\argparse.py", line 1656, in parse_args args, argv = self.parse_known_args(args, namespace) File "C:\Python27\lib\argparse.py", line 1678, in parse_known_args defa
In developing the app using Unity with Oculus Quest3, we want to get the camera image of Quest 3 within the Unity app and recognize specific objects in that image. 1) Is there any way to get the camera image of Oculus Quest 3, or have direct access to the passthrough image ?2) There is a feature in Quest 3 that captures the current Mixed Reality Screen and I would like to implement that feature directly within the Unity app. Is there an API on the app that can capture the screen of a Quest 3 camera(or passthrough) and if not currently, is there a plan to support it in the future? Your advice and help are appreciated.
When I use VR with Oculus as plugin provider and add the Azure Speech SDK, whenever I press Play in Editor and want to start the speech recognition, I get the error:DllNotFoundException: Microsoft.CognitiveServices.Speech.core.dll assembly:<unknown assembly> type:<unknown type> member:(null)This does not happen in the build, neither for Windows builds nor Quest standalone builds. The native dll in question, Microsoft.CognitiveServices.Speech.core (Azure Speech), is in the Plugins folder and correctly configured to also work in the Editor.I traced it down somewhat: In the OculusXR package that gets installed when choosing the Oculus plugin, in OculusLoader.cs the Initialize() function is executed at start, and for some reason in this function the lineNativeMethods.SetUserDefinedSettings(userDefinedSettings);causes the subsequent access to the Speech Core dll to fail. When I comment this line out, the dll is found.Does anybody have an idea how a call to SetUserDefinedSettings
Hey everyone,I'm working on a project that involves watching 360 videos using Unity, specifically targeting Quest 3. I'm looking for advice on the best practices for creating, encoding, and implementing these videos to ensure optimal performance and quality.Here are some specific questions:Video Creation: What are the recommended specifications (resolution, frame rate, etc.) for 360 videos that will be used in VR? Is there any specific camera that you would suggest (budget is not a problem at this point of the project - just checking what can be done)Implementation in Unity: What are the best practices for integrating 360 videos into a Unity project? Do you recommend specific plugins or assets? I've heard about AVPro Video and Unity's VideoPlayer, but I'm curious about which works best with Quest 3 (I'd rather use the Quest 3 SDK if there is anything to help...)General Tips: Any additional advice or resources you could share would be greatly appreciated!Thanks in advance
There's a bug with Unity 2023+ where games crash when initalizing the Meta Platform SDK. To reproduce: 1) Use a version of Unity 2023 or higher2) Use the OpenXR package with the Meta Core SDK v65 AND the Meta Platform SDK v653) Configure editor to enable OpenXR with Meta SDK features4) In code, attempt to initialize the Platform SDK with Core.Initialize()5) Observe crash with no Unity exception logged. The only exception logged is this: JNI DETECTED ERROR IN APPLICATION: java_class == null in call to GetStaticFieldID This has been reported to Unity several times:https://forum.unity.com/threads/meta-sdk-core-crashes-on-initialize-with-unity-2023-on-quest-build.1574308/https://forum.unity.com/threads/unity-6-android-meta-quest-build-crashes-due-to-missing-unityplayer.1595712/ Downgrading Meta SDK version does not work.
I am working on an application that requires the use of Application Spacewarp and Meta Avatars 2 SDK. In testing, I have determined that the shaders for the Meta Avatars are not creating Motion Vectors for Application Spacewarp to use to correctly render its faked frame.The rendering artifact that clued me into the issue was seeing the opaque Meta Avatars stuttering. According to the information from Meta's Application Spacewarp sample git repo (https://github.com/oculus-samples/unity-appspacewarp), this is a sign that the Meta Avatar shader is not generating Motion Vectors.Has anyone worked with Application Spacewarp and the Meta Avatar SDK2 as of yet who could advise me in how to address this issue? Any and all help would greatly be appreciated!I do have a possible initial lead in that in the Meta Avatar SDK2, there is a Recommended folder with a sub folder of "app_specific" which has 2 files; app-declarations and app_functions. These seem to be here for the purpose of adding ap
I needed to run part of a code when the headset is locked or turned off. My game is multiplayer and I need to communicate that the player has left immediately, and I can't find any way to do this. I've tried all the OVRManager actions but none of them work for locking or when I turn off the headset by pressing the power button.Does anyone know how to accomplish this?
As the titles says the app is crashing when the user accept the microphone permission, after the crash you can reopen the app and there is no errors and the permissions are granted. I tried to disable the default meta dialog for permissions and manually ask for them when I want, an the result is the same but I got the attached logs.
After i update the headset system to V65,I find I can't load scene data using MRUK. I tried the building block room mesh and the scene was successfully loaded, so it's not a linking problem. The warning message:MRUK couldn't load any scene data. Scene capture does not work over Link or XR Sim.If using Link please capture a scene with the HMD in standalone mode, then access the scene model over Link.If a scene model has already been captured, make sure the spatial data feature has been enabled in Meta Quest Link (Settings > Beta > Spatial Data over Meta Quest Link).If using XR Sim, make sure you have a synthetic environment loaded that has scene data associated with it.UnityEngine.Debug:LogWarning (object)Meta.XR.MRUtilityKit.MRUK/<LoadSceneFromDevice>d__60:MoveNext () (at Library/PackageCache/com.meta.xr.mrutilitykit@65.0.0/Core/Scripts/MRUK.cs:576)System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<Meta.XR.MRUtilityKit.MRUK/LoadDeviceResult>:Start<Meta.XR.MRU
I was debugging my game in Unity and after launching the headset there was an err that caused both the headset to dc and the forever long loading scene for unity starts. I used taskl manager to end the Unity but after getting everything back together I plugged the quest 2 back in and it cannot detect my computer on the headset. However, when I open the PC oculus app it shows that the headset is connected but there is a "general device problem".
Hello,I have a problem. Currently, I have developed a series of mixed reality experiences for the tourism sector. My current idea is to position myself in a cultural center and sell the service, but I am encountering a difficulty: I do not know how to handle scene data in such a way that they are associated with the Unity scenes I have prepared. In other words, I need the app to detect when I enter one of the rooms in the cultural center.To explain in more detail: I have performed 8 scans with the glasses, let's say they are 8 rooms. I extracted the data from each of the rooms individually using the command "adb pull /sdcard/scene_anchors_empty_room.json," and now I am trying to work with "Mruk." Initially, I couldn't deserialize the JSON due to a structure conflict between "SerializationHelper" and "Json." I then designed a script to deserialize the JSON, and now it doesn't throw errors, but it still doesn't detect the room.So, my specific request is: I need the correct data flow or d
I am planning to implement this using the Meta XR Core. When a button on the Meta Quest controller is pressed, I want to take a photo with the Meta Quest 3 camera and display that photo on a Plane. Using the passthrough functionality, I am able to display the external video as the background. However, at the moment, the Plane displays objects from within Unity, but the background turns black. Could you please advise me on how to resolve this issue?
We have implemented FMOD plugin in Unity for audio. The game functions well and sounds can be heard in HMD. However, as soon as i turn on screen recording in headset, the audio can no longer be heard. This issue was not present previously. We believe this started happening after recent Meta auto update. We are currently clueless on what causes and how to solve it. We have tried reverting back to Unity audio and it works fine there. So we can confirm that it only happening using the plugin. Any leads on what causes and how we can rectify this issue will be helpful.Thank you.
There is a small but annoying bug that has taken me quite a while to diagnose and fix so I thought I'd share.We have a bug where the physics hands would press buttons and trigger things when the player wasn't actually performing the action. This was usually caused when the game started, scene transitions or when network players joined a game. I ended up being able to replicate the bug using a stationary boundary and moving in and out of it. If you track the velocity of the hand joints you can see they jump to extremely high values when the hands are redetected - caused unintended interactions. This is a bug in a Meta class (hopefully this will be fixed in a future update). How to fix, copy HandPhysicsCapsules and change the following function as follows. HandPhysicsCapsulesprivate void UpdateRigidbodies(){ for (HandJointId jointId = HandJointId.HandStart; jointId < HandJointId.HandMaxSkinnable; ++jointId) { if
We are working on a new app. I uploaded our first apk via Meta Quest Developer Hub, which succeeded. Now, when I try to replace the build with a new version, I get an error regarding the package name already being in use. The package name in use is the one used in the initial build and in the update build.This post seemed to have the same issue: Invalid Package Name - Meta Community Forums - 522751 However there was no further discussion on what happened or how to fix it.I can't find any specific point of potential failure. I've increased build number, tried a custom manifest as well as not, and even changed the package name, which then gave me the error that the package name is different from the original.UsingUnity 2022.2.6OpenXR 1.6.0
Hello.I don’t understand how to open a video in a standard video player in Oculus Quest 3 from a script. I'm trying to open it in three ways, none of them work.The first two methods work on PC without any problem.Method3 from this plugin: https://github.com/Andy-Roger/UnityAndroidNativeFileOpenervideo: https://youtu.be/Qtk5pgVpxLcC# code: using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.IO; using UnityEngine; public class VideoOpener : MonoBehaviour { public void OpenVideo1() { try { Application.OpenURL(Application.persistentDataPath + "/DroneAttack_360_TB_30sec.mp4"); } catch (Exception ex) { UnityEngine.Debug.LogError(ex); } } public void OpenVideo2() { try { string pathTo = (Application.persistentDataPath + "/DroneAttack_360_TB_30sec.mp4"); Process process = Process.Start(pathTo); process
[OVRManager] OnDestroyOVRManager:OnDestroy()Coroutine couldn't be started because the the game object 'PrizmaPlusMove1' is inactive!Oculus.Interaction.InteractableColorVisual:UpdateVisual()Oculus.Interaction.Interactable`2:set_State(InteractableState)Oculus.Interaction.Interactable`2:Disable()[./Runtime/Mono/MonoBehaviour.cpp line -2131044792]
Hey all, just wanted to get some community (and hopefully developer) input on whether AppSW is appropriate for our project, and if other Unity devs have successfully shipped with it. We're working on a medium sized adventure game with lots of moving creatures and player interactions, budgeted for quest 2 but hoping to use AppSW to reduce our GPU load and fit more assets in, as well as limit the amount of curving corridors we need to make. From the demo available through the Meta URP fork it seems like AppSW has a ton of caveats that cause distortion, for example fast moving objects, railings, transparency; so we're wondering what the ideal use case for AppSW would be and if it fits our project.On a similar note, we've seen some posts on the forum that apparently shadergraph is not supported with AppSW. Is this information up to date? Any info on this would be great, cheers
I am having a hard time getting the buttons to work reliably on the oculus touch controllers in unity.If I use if OVRInput.GetDown it never seems to work, but using OVRInput.Get works all the time?I wasn't sure if it was something to do with OVRInput.Update (); and I've tried adding it to 1 script and all the scripts that detect input but both ways give the same results, .GetDown will not work, but .Get will?Is there a step I'm missing?
I am facing an issue in my Unity VR project where the PUN (Photon Unity Networking) Voice Recorder and my ChatGPT Assistant's speech recognition, powered by Wit.ai, cannot simultaneously access the microphone. When PUN Voice is enabled, the speech recognition for the assistant fails, and vice versa. The challenge lies in dynamically switching microphone access between these functionalities to maintain both voice communication and effective speech recognition. Anyone has any solution to this?
Hello, so lately, I've had to reset my oculus due to some issue, but ever since i did, the Phase Sync option hasn't been working at all, I've also tried setting it with ADB (debug.oculus.phaseSync and also tried debug,Meta.phaseSync) setting the props to 1, and i got no results of phase sync being on, my controller movement feels the same and doesnt feel good at all
I have two Unity apps and I am side-loading them onto a Meta Quest 2. Does anyone know how to take the player into a second app by package name? (say on a button click).
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