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My original project ran into some version errors which required me to make a new project and I am trying to use the same App Key and Manifest from that project. My app is already approved by Meta App Lab and I do not want to have to change App Keys and go through the approval process again. Is there a way to use the same App Key for a different project build?
Explorando a Fronteira da InteraçãoA visão sobre os desafios de usabilidade e interação na realidade aumentada destaca a jornada em direção a uma experiência imersiva e intuitiva. Com a visão de especialistas como Augusto Galia, percebemos que a realidade aumentada expande os limites da interação humano-computador, mas também apresenta desafios únicos que precisam ser superados. A visão é de um futuro onde a interação com o mundo digital é tão natural quanto a interação com o mundo físico. Desafio da Interface NaturalUma das visões mais evidentes é o desafio de criar interfaces naturais na realidade aumentada. A visão é de como a interação deve ser intuitiva e livre de obstáculos, permitindo que os usuários usem gestos, comandos de voz e movimentos para controlar objetos digitais. Com a visão de especialistas como Augusto Galia, percebemos que a simplicidade e a naturalidade são as chaves para uma experiência de usuário bem-sucedida. Integração de Contexto e InformaçãoA visão
Hi there,Is there a way to submit pull requests to Meta's Unity XR packages, or any future plans to allow this? I'm using Meta's NPM scoped registry to install packages. I frequently run into situations where a certain class doesn't quite have the functionality I need. I will try to create a new class, have my new class inherit from the base class, and then add the functionality I want, but I end up running into permission issues frequently (private fields/functions that I'd like to be protected, virtual, etc.). This means I generally end up copying, pasting and renaming entire files and modifying them, since I don't want to modify Meta's packages directly and have difficulty updating to new versions in the future. However, this often means copying/pasting/renaming/editing many many many files due to cascading permission issues, and it gets messy very quickly and tends to be pretty time-consuming. If the packages were hosted on a public repo like GitHub, I would want to submit pul
Dear Meta staff, can we please make ALL materials URP in all samples for Unity?I don't know any person using Built-In Renderer Pipeline in their Quest projects anyways.... I think this will give a lot of value to the samples offered by Meta, without having to duplicate materials and re assign them cus the URP converter can't change some stuff in the packages folders.....Thanks!
hello guys, I'm trying to convert the Survival template pro from unity (used to make tha forest game in steam) into a VR game using steam VR (HTC vive headset.) but i'm facing lots of truoble and tha main error is that when the camera rig is set active and used in the scene. The main figure is place outside the scene itself. Also the game is only visible from the right dispplay in VR and Left display is blank and only shows static images when pressed escape.
Hi I am trying to implement a ladder system where the player can climb, using hand tracking.Note that im using oculus interaction sdk. I am able to achieve this by using controllers, but how can I achieve this through hand tracking using hand grab. Any and all help is much appreciated(I don'twanttousexr interaction toolkit due to other factors). Thank you 😊
The detailed situation is as follows.When I put on the HMD and start the app, I don't have any problems at first; it plays fine until I remove the HMD.If you remove the HMD during the app , wait a moment, and then put it back on, the controller and hand functionality doesn't work properly.My app has some objects with grabbing facility, it doesn't grabs properly after remounting again (works properly the first time).
I have a BETA tester of an app that is currently in development and when the person accept the BETA invite the following message was displayed. Can anyone let me know how to allow this 16 year old to test our app. Thanks
I'm trying to use the new quick interactions (V65). While the DistanceHandGrabInteraction worked nicely, adding a ray interaction to a canvas via the context menu seems to be problematic. It adds some components and a surface, but the Canvas UI buttons are still not selectable.Is there a trick in using it? The documentation is pretty basic...
Ever since we split our .apk to .apk and .obb in Unity build the .apk still keeps growing. We started at 927.388.231 which is fine but right now the .apk exceeds 1GB limit thus we are technically failing https://developer.oculus.com/resources/vrc-quest-packaging-5/.Does anyone run into the same issue and failed? Just wondering if it is possible to get a waiver.Yes, we are not using Addressables nor AssetBundles. I have not found a simple way how to manage what goes .apk and .obb without introducing the above mentioned Unity techniques. We are pretty far in development, willing to sub next week 😉Help or advice on how to eaily controll the .apk / .obb split would be very appreciated.
After updating to V66 I have seen 2 big issues. 1. The scene data is not transferred to Unity with Meta Link. I get the error below. It did work before I updated the SDK to v66. I did enable the dev features in Link and it works fine on the quest 3 itself. Link and Q3 are both updated on the public test channel.```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.``` 2. (I think this was in earlier versions as well) Sometimes the rounded corner interactables disappear. It looks like they are not inside of the frustum bounds and I have no idea why. I only used th
I have an issue with swapping the left hand to the right hand and the right hand to the left hand. When i try and swap the hand tracking bugs and it doesn't work properly. I also tried work around like flipping the camera horizontally, mirrors and shaders. Is it possible to swap the hands?
I have issues using the distance grab interactable script from the "Meta XR All-in-One SDK" on multiple objects that are nested. I have 6 nested objects each with a "Distance grab interactable" component, but I am only able to grab a couple of the objects. When I point to the other objects, the reticle snaps to one of its parents. I don't believe it's an issue with the colliders because even if I move an object far away from all others, it still snaps to a different object. However, if I change the object hierarchy so all objects are independent of the others (no child-parent relationship), the grab works even if the objects are very close to each other. Is there a way to fix this? If not, do you know how to form a script so that objects which are brothers in the hierarchy can act as child-parent? Bear in mind, I must be able to move and rotate the child through the inspector as well, so the script can't lock the position/rotation.
Whenever I try to test my game for the second time after opening the project, the XR Simulator won't open and I get an error saying "Failed to set DeveloperMode on Start". I know there's already a thread on this, but the script they provided didn't work for me.
For multimodal controllers the controllers art visible on the scene even when set to always until I touch them. Is there a way to make them initialy visible to begin with?
Has anyone used Meta Body Tracking for motion capture and can advise how to achieve this quickly using any built-in Meta scripts or samples? I feel like there must be something as recording for animations is one of the use-cases Meta themselves mentions in the Body Tracking documentation, but it's rather difficult to sift through all the sample material. I found something for recording poses, but not movement, per se. Thanks!
Hello I'm a bit lost on where to start for developing a game that is mainly run on pc but played over airlink on the quest 3. The game needs to be able to have multimodal hand and controller tracking. I'm also unsure how to launch I the unity play window onto the quest 3 noe that some things have been depreciated. Thank you!
Hi Team, I am trying to make VR app that can detect object in the scene and do segmentation using the build in camera of the Meta Quest Pro, the platform I am using is Unity and trying to using a TensorFlow Lite model incorporated with the app do the above task. But I am not able to get the deep learning model incorporated with the Unity App for Meta Quest Pro. Can you please give some advice on how to go about this please.
Installed the V65 in Unity 2022.3.22f1 and as soon as I hover over Building Blocks, I get thousands of errors in the Console.Can we get updated V65 as it is crucial for our app to develop multiplayer functionality in Meta Quest.
Howdy folks, I see a lot of folks looking to play pc games offline after they've synced their headset to the device, or fully download a game and play offline... I'm developing a business app and the company would prefer to not have to link back to the Meta mothership AT ALL. That is, no one makes accounts, the headset(s) just wirelessly link back to the system with the software / database without the Meta store or middleware. I'm fairly certain this is possible when wired, but wirelessly... I haven't seen a way yet. I've been developing with an account thus far so this is the first time I've had to think about it. In short, is it possible? or am I stuck with USB tethering?Thanks!
I've been working with the OVRVirtualKeyboard to let users create and sign into accounts. As you can see from the screenshot, the default mode has some features at the top of the keyboard which may or may not be helpful usually, but I'd like to disable them while the user types in their password. If you go into wifi settings on the quest 2, there is a special keyboard mode that is activated while you type in your network password. Unfortunately it also prevents me from taking a screenshot to add to this post. Does anyone know how to set the keyboard mode or input type? Or otherwise disable that toolbar manually?
I'm developing a new app that needs to run on Apple Vision Pro, Meta Quest Pro, and Meta Quest 3.I've got the application running successfully on each of the platforms using ARFoundation APIs and the Meta OpenXR SDK.Now I'm looking to incorporate Quest Pro's eye and face tracking capabilities. Is it possible to do that without switching over the existing features (head tracking, hand tracking, interactions) from OpenXR to the `com.meta.xr.sdk` equivalents?I'm particularly confused because the official Movement sample repo says "Unity-Movement is a package that uses OpenXR’s tracking layer APIs to expose Meta Quest Pro’s Body Tracking (BT), Eye Tracking (ET), and Face Tracking (FT) capabilities." which sounds like I should be able to get the tracking data via OpenXR APIs. But it sounds like I can't, I have to use the `com.meta.xr.sdk.interaction` APIs.What's the right way to integrate Meta-specific SDKs on top of a common ARFoundation core?
Hello all! I have been trying to access the Quest 2 and 3's raw positional information from the controllers in Unity. I'm assuming that the headset applies some kind of filtering to the positional data from the controller, but I am having a hard time finding information about the filtering online. Does anyone know if there is information about the smoothing of tracking data from the controllers? Or if Meta provides a way to directly access the raw, unfiltered positional data of the controllers in Unity? Any help would be appreciated!
First of all, why are the release notes still in the unity asset store still linked to the deprecated old version? Meta really needs to get their act together. It is so amazingly hard to find the release notes for the current version and even then, they are separated by each of the smaller SDKs, which makes no sense.Now for the main issue:I can not integrate / add any of the multiplayer-blocks into my existing unity-application. Any idea why?Haven't tried out a clean install yet.System.Linq.Lookup`2[TKey,TElement].Create (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] keySelector, System.Collections.Generic.IEqualityComparer`1[T] comparer) (at <bb4b38eec2634f5887af2d644ab0aceb>:0)System.Linq.GroupedEnumerable`2[TSource,TKey].GetEnumerator () (at <bb4b38eec2634f5887af2d644ab0aceb>:0)System.Linq.Enumerable+SelectEnumerableIterator`2[TSource,TResult].ToArray () (at <bb4b38eec2634f5887af2d644ab0aceb>:0)System.Linq.Enumerable.ToArray[TSource]
Hi when i am importing the Meta XR Core SDK v65 in unity 2022.1.24f1 these error pops in the console saying 'FindAnyObjectByType' or 'FindObjectsByType' or 'FindObjectsSortMode' does not exist in the current contextplease help :Library\PackageCache\com.meta.xr.sdk.interaction@095d655eb767\Editor\QuickActions\Scripts\QuickActionsWizard.cs(935,21): error CS0103: The name 'FindAnyObjectByType' does not exist in the current contextLibrary\PackageCache\com.meta.xr.sdk.interaction@095d655eb767\Editor\QuickActions\Scripts\QuickActionsWizard.cs(953,25): error CS0103: The name 'FindFirstObjectByType' does not exist in the current contextLibrary\PackageCache\com.meta.xr.sdk.interaction@095d655eb767\Editor\QuickActions\Scripts\QuickActionsWizard.cs(969,21): error CS0103: The name 'FindAnyObjectByType' does not exist in the current contextLibrary\PackageCache\com.meta.xr.sdk.core@aff6f0606969\Scripts\OVRSceneManager.cs(413,13): error CS0103: The name 'FindObjectsByType' do
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