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It would be awesome to apply post-processing effects, like bloom, vignette, ... to 3D content when in passthrough mode. It currently renders all passthrough video shaders like the VR/Occlusion as black material, without the video feed. Could only test it on Quest3, but will most likely not work on Quest2 or Pro too.
I recently submitted a game to the Meta Quest App Lab, and it was rejected for failing VRC.Quest.Performance.1, which means the frame rate dipped below allowable levels. When watching the app using the MQDH Performance Analyzer, it showed that a drastic frame drop occurred at the instant the app was launched- before/as the Unity splash screen is shown. In an effort to understand this issue, I built the "Hello VR" introductory project described here: https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/. When profiling this incredibly lightweight application using the Performance Analyzer, I still had performance-check-failing lag at application startup. I feel like I am missing something- what is the standard way to launch Unity games that does not result in frame drops? In my game I am using oculus splash screen and a lightweight initial loading scene, but it has not resolved the initial lag. This is a screenshot of the Performance Analyzer run
Looking to recreate climbing. previously used xr interaction toolkit by unity and now would like to switch to handtracking with oculus toolkit. I have had a hard time understanding the grabbable script. I would like to track the velocity of the hand once it has grabbed an object but i do not know how to access this. also is there a reason why the objects fall without accounting for throw velocity once they are released.
Hi all,I have a problem with the virtual keyboard in Unity Meta XR. It appears to record no interactions. I've made sure my project settings comply with the rules and that all necessary packages are up to current. Has this issue been experienced by anyone else? Any ideas on how to resolve this?Thanks in advance for your help.
Hi! I'm experimenting with the Meta SDK in Unity to create magnetic interactions. For instance, you hold a cap in your right controller. When you bring it near a bottle, the cap moves towards the bottle and screws on, while still being connected to the controller. When you pull the controller away, the cap returns to the controller. I've tried using the snap interactor/interactable, but I can't seem to get it to work well. Is there an easier way to achieve this? Kind regards
Hi all, I have a unity scene with a mixture of regular geometry and background spheres: Left360 and Right360The geometry is totally normal 3d scene geometry.The background spheres are only seen by the left and right cameras respectively using culling layers in order to get the proper depth effect.With "Use per eye cameras" disabled, I only have the option of seeing both together or one of them at a time.With "Use per eye cameras" enabled the 360 spheres appear correctly but the positional tracking and IPD / fov / general depth and tracking are mega broken.I am unable to find any combination of settings to fix the problem, surely I can't be the only person to require the use of mixed culling layers using a tracked oculus headset, has anyone else found a solution to this?Cheers for any help,Joe.
I have tried and tried to use the XR Hand package from Unity. I have gone over tutorial after tutorial, I have looked for answers and problems and the few I have found did not apply to me.Has anyone else on here not been able to get the XR Hands to work?I can always use the Oculus SDK (although the new Meta SDK is very disappointing) But I much rather the Interaction toolkit. the XR Hand package is all I need to forever let the Meta stuff go by the wayside.
I've started trying to develop some body tracking systems with the Quest 3 IOBT and could't find a good list of the joint ID's and indices. For anyone in the future that's looking to save time here they are:Joint ID: Body_Root - Index: 0Joint ID: Body_Root - Index: 0Joint ID: Body_Hips - Index: 1Joint ID: Body_SpineLower - Index: 2Joint ID: Body_SpineMiddle - Index: 3Joint ID: Body_SpineUpper - Index: 4Joint ID: Body_Chest - Index: 5Joint ID: Body_Neck - Index: 6Joint ID: Body_Head - Index: 7Joint ID: Body_LeftShoulder - Index: 8Joint ID: Body_LeftScapula - Index: 9Joint ID: Body_LeftArmUpper - Index: 10Joint ID: Body_LeftArmLower - Index: 11Joint ID: Body_LeftHandWristTwist - Index: 12Joint ID: Body_RightShoulder - Index: 13Joint ID: Body_RightScapula - Index: 14Joint ID: Body_RightArmUpper - Index: 15Joint ID: Body_RightArmLower - Index: 16Joint ID: Body_RightHandWristTwist - Index: 17Joint ID: Body_LeftHandPalm - Index: 18Joint ID: Body_LeftHandWrist - Index: 19Joint ID: Body_LeftHa
I'm using the Oculus Platform instructions at https://developer.oculus.com/documentation/unity/ps-ownership/ to validate a user, and after successfully calling Entitlements.IsUserEntitledToApplication() then getting a valid user.Id from calling Users.GetLoggedInUser(), when the app calls Users.GetUserProof(), some users are getting an http error of 400, while others, including myself, are not.So far the only consistency is US based success versus international based failure. This is an app in development on App Lab.
Hello, I am developing a VR application using MetaQuest3. Is there a tutorial available to understand the behavior of the Interactable Unity Event Wrapper?Specifically, I want to implement code that deletes the target object upon selection and records the number of deleted objects. However, I don't understand the mechanism of the Interactable Unity Event Wrapper well enough to implement this.
Hello,I've been trying to set-up the hands being animated by the controller inputs, using Capsense, as shown here: https://developer.oculus.com/documentation/unity/unity-capsense/However it only works in Android Build. I can't neither test it in the editor nor in Windows build using Oculus Link.It seems like the Hand.IsTrackedDataValid variable goes to false because the HandVisual.cs script hides the skinnedMeshRenderer. Except I don't seem to have any control over why the hand is declared as not tracked. Is there any way to fix this?Unity 2022.3.20f1Meta v0.65
I have working Unity app using Meta avatars. Lipsync works well - other network players see my face moving. So data is receiving correctly. But! When I introduced face tracking, it only works locally. Nobody see my facetracking except me. I'm using the pair of Sample avatar entities (local and remote) on my network player prefab. Everything works except sending facetracking. Can you help me?
Hey there! I'm currently trying to fix an issue with my VR Project, where the GameObject I grab goes to a "default" rotation when grabbing from a distance. This issue does not occur when "actually" grabbing the object. this is for both hand and controller grabbingAfter Grabbing (it flips) Before GrabbingIs there any way to easily fix this? Thank you in advance and sorry if it's just a button I missed! (below are scripts attached to the object)
I can't find any manual how to correct set app icon and banner in unity. Can anyone say how to do it and what requirements for banners.
I have been receiving the following error when uploading my build to Production in the Developer Hub:• APK install location should be `auto` (android:installLocation in AndroidManifest.xml). See documentation at: https://developer.oculus.com/distribute/publish-mobile-manifest/I have verified that my Android manifest includes "android:installLocation="auto," and my APK Install location in Unity Project Settings is also set to auto. This is a problem I have been struggling with for a while now. Please help me.
EDIT: fixed - bug caused by networking replicationHello everyone! I am working on a VR project using Avatar SDK. I am having problems using custom input for the avatar when snap rotating, currently when snap rotating the arms stutter, even though the avatar is following the left-hand circle which is the OVRCameraRig's leftHandAnchor.The stuttering:https://www.youtube.com/watch?v=pChImVa8R2A&ab_channel=LeoA pose.LeftHandPosition = Quaternion.AngleAxis( playerInputs.ValueRO.SnapRotation, Vector3.up) * pose.LeftHandPosition; pose.LeftHandRotation = Quaternion.AngleAxis( playerInputs.ValueRO.SnapRotation, Vector3.up) * pose.LeftHandRotation; The avatar is set to follow the OVRCameraRig and the circle which is a child of the leftHandAnchor never stutters.I have my suspicions I am not doing something with the AvatarSDK. Any help would be appreciated. Thank you.
Hi there, I am attempting to upgrade my Unity 2022.3.27f1 project from using the Built-In Render Pipeline to the Universal Render Pipeline (UPM v14.0.11). I am building a Mixed Reality project for Quest 3 with the All-In-One SDK making use of Passthrough, Scene, Depth, and Interaction. In Editor everything looks good, but when I build to the headset every single material is the broken/missing pink error color. Even the app splash screen that just shows the title card texture, and Unity's conversion of the BIRP 2D UI material for e.g. HUD sprites.As far as I can tell, I've done everything necessary to make the switch. I did the basics of setup i.e. installing the Universal RP package, creating a pipeline asset and setting it in the project settings everywhere necessary, running the auto-material converter, even going into that little conversion wizard and doing all the initialization and conversion. I've re-checked the Project Setup tool from the SDK to make sure all my settings are cor
I think it would be very useful to have the DLL project included in the base SDK. In addition to letting us tweak the Unity integration, that DLL could be very useful for binding to other languages such as Java and C# outside of Unity, since it has C style calling conventions and only needs a header in the application code.Some developers will also just want to keep the sdk separate from their game code for dependency management or patching reasons, and having a DLL build option will be more attractive to them.
WARNING: 0:2: 'GL_EXT_shader_texture_lod' : extension is not supportedWARNING: 0:3: 'GL_EXT_shader_framebuffer_fetch' : extension is not supportedERROR: too many uniforms Frontend.framework.js:1126 Note: Creation of internal variant of shader 'Universal Render Pipeline/Lit' failed. Frontend.framework.js:1126 WARNING: 0:2: 'GL_EXT_shader_texture_lod' : extension is not supportedWARNING: 0:3: 'GL_EXT_shader_framebuffer_fetch' : extension is not supportedERROR: too many uniforms Frontend.framework.js:1126 Note: Creation of internal variant of shader 'Universal Render Pipeline/Lit' failed. Frontend.framework.js:1126 WARNING: 0:2: 'GL_EXT_shader_texture_lod' : extension is not supportedWARNING: 0:3: 'GL_EXT_shader_framebuffer_fetch' : extension is not supportedERROR: too many uniforms Any solution? Dead in the water here ...
I'm creating a music game in Unity. I've found that when I test my game, with the audio playing through the Quest 3 speakers, there is really bad crackling and popping. However, when I use my headphones, this problem goes away.I don't have much experience with sound engineering, so I'm not sure how to approach debugging this issue. Is there a Unity setting I'm missing?Thanks
We have recently run into some problems with navigation in a Quest 2/3 project. Navmesh agents which functioned perfectly in the editor were not working in our test builds for android. After some testing we've learned that when building for Windows or Android, if the Mono backend is available and used, everything behaves as expected, but switching to IL2CPP causes the below error messages, regardless of whether the navmesh agent is pre-existing or instantiated at runtime. I have already tried many potential solutions including Warp() or setting position before enabling the agent, rebuilding NavMeshSurfaces at runtime before instantiating the agents, and have switched back to the legacy NavMesh system to rely on baked navmesh data, none of which have changed anything. We have tested with extremely basic Navmesh agent wander behaviour and it seems clear that the backend is somehow affecting the references to Navmesh or the mesh data itself. Has anybody experienced this pr
I've found what may be a bug with OVRSpatialAnchor.LoadUnboundAnchorsAsync(). I'm using Meta XR Core SDK v65.0.0. It doesn't work the first time it is called, but it does work if called a second time.My function call looks just like line 177 of SpatialAnchorCoreBuildingBlock.cs:var result = await OVRSpatialAnchor.LoadUnboundAnchorsAsync(uuids, unboundAnchors);uuids is a List<Guid> and unboundAnchors is a List<OVRSpatialAnchor.UnboundAnchor>.I get this warning on the first run:[OVRPlugin] [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrDiscoverSpacesMETA(m_xrSession, &xrDiscoveryInfo, (XrAsyncRequestIdFB*)requestId), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:16829 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:311)And result.Status is FailureInvalidOption.However, if I run it again, it works as expected.Please note that the (now deprecated) OVRSpatialAnchor.LoadUnboundAnchorsAsync() that takes a OVRSpatialAnchor.LoadOpti
I'm encountering a type conflict error ("CS0433 The type 'ManualResetValueTaskSourceCore<TResult>' exists in both...") when using the latest version of the Oculus XR SDK package (com.meta.xr.sdk.core).This conflict seems to be between the Oculus SDK's internal use of ManualResetValueTaskSourceCore<TResult> and the version provided by the .NET framework (or another package).What I've Tried:I've ensured I'm using the latest version of the com.meta.xr.sdk.core package through the Unity Package Manager.I attempted to resolve the conflict by adding a compiler argument specifying the location of the desired Microsoft.Bcl.AsyncInterfaces.dll file within Unity project preferences, but it didn't work.I've explored alternative solutions like namespace aliasing, but unfortunately, modifying the Oculus SDK files directly is not an option as it's a package managed by Unity.I also tried the solution as mentioned in this thread, which solves the error in the editor, but upon APK build it
Hello everyone, i'm currently working on a simple local multiplayer app with the new sdk meta xr 65.0 and i'm trying to use the building block colocation: the app seems to works only with two people and only 2 quest 3 devices and the colocation is not accurate as it should be. For Example i tried meta apps like Cryptic cabinet and the colocation works great on all devices that enter the same room, but i downloaded the same git project and after i published it only 2 Quest3 devices are badly colocated. I alredy created an app on meta quest dashboard but i'm sure a did miss something, any ideas?Thanks
Hi, after using Building Blocks in Unity to set up controller tracking I realized, that the visuals for the Quest Plus controllers are not wired up correctly. Pls see the attached screenshots. It's simple to solve, but annoying to do manually every time. 😑br, MaxProblem - Left Controller:Problem - Right Controller:Solution - Left Controller:Solution - Right Controller:
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