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Hey, so i am working on a unity project that involves the communication between the quest 2 and an esp32 with BLE. My ESP32 supports bluetooth 5.2, and i am trying to leverage the speeds of that technology but it seems that quest 2 is my bottleneck. Now i know for a fact that quest 2 comes with bluetooth 5.0, and i also know from the received data on my esp32 that the quest 2 supports the 2MBps speeds i have set on my esp32. I know that because when i send the data from the quest 2 to the esp32 th received data's Phy parameters for rx and tx are indeed 2MBps, if quest 2 did not support it i would revert back to the default speeds of 1MBps. To connect my unity project with ble i am using this plugin from the asset store: https://assetstore.unity.com/packages/tools/input-management/arduino-bluetooth-plugin-98960But it seems that this plugin doesn't have the capability of changing the phy parameters on the quest 2 side. Dis anyone manage to change the ble speeds/parameters on th
I want to leverage Unity's cross platform ARFoundation library which requires using the Unity OpenXR Plugin rather than Meta's own XR Plugin.I have set up several valid OpenXR skeleton projects inside of different versions of Unity but all builds will not launch on Quest unless I use OpenGLES3.2. I unfortunately must use Vulkan for my project's needs. Builds with other versions of OpenGL will not launch properly unless I sleep and wake the device, and Vulkan builds will simply crash. A crashing Vulkan build's logs are attached to this post.I have tried multiple versions of Unity (2021, 2022.3.11, 2022.3.15, and 2023.2.3) and multiple separate projects with no success. I correctly configure the Unity OpenXR XR Plugin with the Meta Quest Feature Group and correct controller interaction profiles.
Hi! I'm adding in app purchases in a Oculus app using Unity Oculus plugin. In order to measure monetization, I want to log purchases in some third party analytics services. Most of them request the price amount and the price currency in ISO 4217 format ("USD", "EUR", "GBP", etc.).I don't know how can I obtain this values using the Unity API. I found this methods:CAPI.ovr_Price_GetAmountInHundredths(IntPtr o)CAPI.ovr_Price_GetCurrency(IntPtr o)The problem is that I don't know what I need to pass as "IntPtr o" parameter. I tried to use the native message used to construct Product and Purchase classes, but it didn't work. It looks like there are not implemented as Price class doesn't exist.In other way, maybe I could take some json receipt than it can be deserialize with this information, but I don't know where in Purchase class I can get it (any the json format if it exists).I don't know what Purchase.DeveloperPayload and Purchase.ReportingId fields are, as they are always empty (a
Hi I'm just a hobby guy not a real programmer or nothing but i'm trying to follow some tutorials for making quest games i can make simple fun scenes.But i installed the Meta XR Audio SDK and set it up the way it mentions herehttps://developer.oculus.com/documentation/unity/unity-gs-overview/in the Project settings. Now i try to use Audio sources and as soon as i click on the check box for Spatialize i get an error about Audio source failed to initialize audio spatializer. Please check that the project audio settings and make sure that the selected spatializer is compatible with the target.THe target, is that ANdroid? Well i guess it's android because it's for Quest. Why is not working?I don't have A Mixer. Is that the reason why it fails. I thought there should be one inlcuded and i don't know how to make one.
Hi all,We tried both UnitySimpleFileBrower and UnityNativeFilePicker, encountered different issues.UnitySimpleFileBrowser doesn’t show any folders except subfolders of Application.persistentDataPath. We want to access files in other address.In UnityNativeFilePicker the method startActivityForResult invokes the intent ACTION_OPEN_DOCUMENT, which indeed opens the native file picker. But the result is never returned and the onActivityResult-method is never called. It works on an android phone thought.Anyone get luck with other assets or we are missing something here?
I'm getting a console error upon installing Meta XR Core SDK on my Unity 2021.3.36f1 project:[Package Manager Window] Error while getting access token: invalid configuration from Unity Connect UnityEditor.AsyncHTTPClient:Done (UnityEditor.AsyncHTTPClient/State,int)Additionally I'm seeing an error icon with a message "Error while getting access token: invalid configuration from Unity Connect" next to all of the Meta SDK related packages. I've tried uninstalling and reinstalling the package as well as updating it to V63 but the error persists. This also happens accross three different Unity projects on all computers in my organization.No other package displays this error.I've also confirmed that my Unity services are all running correctly and that I'm logged in the Unity hub with the same account as my asset store.
Hello, I am wondering if private VR Unity developed apps are still able to be sideloaded onto Meta Quest 3 for use in smaller business cases where someone would not be interested in publicizing their application.I’m sure the answer to this question is floating around somewhere on the forum. I found a response from 2019 confirming this is doable, but was hoping for an up to date response. Thank you for reading and for your patience! I am new to this.
I have scanned and built the room data in quest3. But I don't know how to get the camera's transform in the known room data when starting the application. I got all the OVRSceneAnchors, but I don’t know. That anchor represents the origin of the entire room, so I can’t determine the relative transform of the room and the maincamera. My development paltform is Unity.
It cost me 7 hours to get the virtual keyboard to show up properly, and only on the device and not in editor. I have a fairly simple project, where I have the building block in the scene, and set the position and rotation of the keyboard within 1 frame. When the default pose was 'near' it would just jump to 2m high as long as I was in VR. When the quest went to stand by the keyboard was at the right position, jumping back to 2m when putting on the headset. When it was set to custom it was only at 1.5m.Inside the headset it does work now, but I need to test it in the editor as well.There is no proper documentation to set this feature up and the sample code did not work properly on my own scene. No idea why, no errors, nothing. I also noticed that sometimes the PokeInteractable visuals do not render properly, not showing when the camera is further away or when at the edge of the vr view. If anyone has a fix, let me know. Since it works I will not spend much time on t
Hey all, I haven't even got out of the starting blocks.. technically I have fallen at the 4th hurdle, going through the hello world tutorialhttps://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/and when i try to "install" the Meta XR All-in-One SDK package i get this [Package Manager Window] Error adding package: com.meta.xr.sdk.all@64.0.0. Unable to add package [com.meta.xr.sdk.all@64.0.0]: One or more dependencies could not be added to the local file system: com.meta.xr.mrutilitykit: Cannot download the package. Your account does not grant permission to use the package. Please visit the Asset Store to acquire the package and add it to your account: Access to 'https://download.packages.unity.com/com.meta.xr.mrutilitykit/-/com.meta.xr.mrutilitykit-64.0.0.tgz' was denied com.meta.xr.sdk.audio: Cannot download the package. Your account does not grant permission to use the package. Please visit the Asset Store to acquire the package a
I saw something similar happening to another user but with the All-in-One SDK. Not sure if it's happening also with other packages, and I can't confirm that the All-in-One is also failing on my side since I got it some days ago with no issues. I tried directly installing the package by com.meta.xr.sdk.interaction.ovr.samples with no luck at all. Same error.
Unity 2022.3.25f1 with Meta All-in-one SDK v64.0.0:System keyboard with TextMeshPro InputField:- Standard (content type) / Multi Line newline (Line type): Keyboard opens but then it's impossible to close the keyboard anymore- Standard (content type) / Single Line (Line type): works fine- Integer Numbers (content type): works fine
I have hand tracking and it works good. Also we see menu icons (menu icon for left hand and recenter icon for right hand) when rotate palm and look on it. I have some case when i hide hand visuals depends on some hardcoded hand position.And i wonder how to hide or disable palm menu icons too(menu icon for left hand and recenter icon for right hand)?
Hey,Are there any other ways to test multiplayer with avatars except for 2 headsets?
Hello everyone, I'm trying to control hands and body position of my Avatar using Meta Avatar SDK manually ( with script ) For example , I want that the hands follow the transform of a cube GameObject. ( Example : if I move the cube, the left hand move too ) How to do that ?Thanks 😊
Hi guys,We are currently experiencing an issue with hand tracking in our app when using the Quest Pro outdoors.The symptoms: The hand tracking seems to get into some state where it is unusable - the hand related pointers inside the app are flickering and unusable, and even the native palm pinch gesture for quick actions is flickering and unusable - see gif below, where I just hold my fingers in the close to pinched state that will normally just show a non-flickering icon (and will normally work if fully pinched). This unusable state of the hand tracking just continues, and the app/device does not really seem to be able to recover from it - usually a restart is needed.Even the native palm pinch gesture goes into an unusable, flickering state when the issue occursWhen does it happen?It only ever happens when being outdoors, and it seems to occur more often when there is sunshine. Maybe it occurs even more frequently when moving between shade and sunlight, but this has not been prope
Hi~After I scanned my room with Quest 3, and I attached a default material to Effect Mesh(image above) in Unity3D , there will always have some borders with different width between the WALL_FACE,FLOOR and CEILING, I just can't get rid of them,Why this happened all the time, How could I fix this?
According to the Meta Avatar SDK documentation:"We encourage using avatars as NPCs as a way to help virtual worlds feel more alive in single and multiplayer experiences. Consider using the SDK-provided presets as a diverse set of characters for this purpose.Known issues: Recorded animations played back using the Avatars streaming interface may break with updates to Avatars content or to the Meta Avatars SDK. We are currently exploring alternative animation solutions to better support this use case in the future."I'm trying to model NPCs using the Meta Avatar SDK and have found very little support in terms of documentation or samples that demonstrate:How to make an avatar look at a targetHow to create and apply animations (other than recording 1st person avatar movements and playing them back on an NPC)NPC movement, perhaps along a NavMeshBuilding custom avatars (as opposed to using one of the presets)I'm happy to work from scratch and share my results but don't want to replicate w
Dear all.I am working on developing a desktop application that enables both desktop and VR users to interact with it simultaneously. However, I'm encountering an issue: the main camera from Unity's desktop version is always being rendered on the Meta Quest 3 VR headset as an overlay on top of the ovr camera rig . I'd like to find a way to exclude the main camera from being rendered on the Quest and only render the OVR Camera rig on the headset. Development environment:Unity 2023.2.12.f1OVR Camera rig prefab extracted from "Meta XR Interaction SDK OVR Samples" version 64In the past, I was able to achieve the desired result but using Unity legacy render. My prev. dev. environment is Unity 2022.1.13.f1Oculus XR Plugin 3.0.2To achieve the desired result, I simply needed to set the MainCamera's Output Target Eye to "None." This allowed the OVRCamera rig to render without the main camera. However, I'm no longer able to locate the camera output target option in Unity 2023.2.12
When taking controller the hands disappear, both of them.It might be a bug or a setting that I missed. I did set it to simultaneous in the global meta XR manager.
I can't seem to open the system keyboard on Quest 2. I open it like this: keyboard = TouchScreenKeyboard.Open("Hello", TouchScreenKeyboardType.Default); keyboard.active = true; TouchScreenKeyboard.hideInput = false; TouchScreenKeyboard.Android.consumesOutsideTouches = true; TouchScreenKeyboard.Android.closeKeyboardOnOutsideTap = false;but it seems to close straightaway. When I check the status with keyboard.status its always returning done. In the OVRManager I set requires system keyboard to true.
Hi,I want to implement Meta Quest IAP workflow with following steps.1.User will purchase the IAP durable item2.Durable item is Asset bundle of a scene as in different levels3.Once purchase is completed i want to start downloading Assets Bundles attached to that IAP as DLC .4. While downloading i want to see the download progress5.Once downloaded it should get stored locally6.It should load the scene on button click. I have tried to implement this flow here is the code using UnityEngine;using Oculus.Platform;using Oculus.Platform.Models;using System.Collections.Generic;using TMPro;using System;using UnityEngine.SceneManagement;using System.Collections;using System.Linq;using System.IO;public class IAPManager : MonoBehaviour{public TextMeshPro debug, purchaseData;private void Start(){// Initialize the Oculus Platform SDKCore.Initialize();// Fetch available IAPsFetchIAPs();// Fetch purchased IAPsFetchPurchasedIAPs();}private void FetchIAPs(){IAP.GetProductsBySKU(new List<stri
Hello everyone,I'm currently working on a Unity project using the Meta SDK, and I've encountered a challenging issue that I hope some of you might be able to help me with. Here are the details of the problem:When I enable "Using position tracking" in the tracking settings, my Camera Rig is unable to enter the interior of a vehicle model. Despite this, hand tracking remains functional, and I can see the virtual hand models interacting as expected.Conversely, if I disable "Using position tracking," the Camera Rig can enter the vehicle model without any issues. However, this configuration disables hand tracking, and I can no longer see or use the virtual hands.This issue is causing a significant roadblock in my development process, and I'm unsure how to resolve the conflicting needs of position tracking and Camera Rig accessibility within the vehicle model. My unity version is 2022.3.28f1,meta sdk version is 64.0.0I am looking for advice on how to manage both position tracking and Camera
I want to plug my Quest 3 into my desktop with a wire to use my graphic card and I also ant to use the Quest 3 passthrough. Is this possible?My application in Unity will be a simple art gallery showing the real world as well. I need the tethered aspect because I want to use the graphic card to show large 3D objects with large light maps that the Quest 3 on board graphic cannot handle.
I've been trying to get multimodal working and haven't had any luck. The documentation I found seems to be for an older version of the SDK and the example scene doesn't work. Hands work, controllers work, switching freezes hand tracking and gives me one controller and one frozen hand.When I stop the scene the console prints an error "Concurrent Hands and controllers not supported." True 'nuf, console.Any ideas what I might be missing and why the example scene wouldn't be working on a fresh install?
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