Unity Development
Recently active
Hi! I'm doing my first steps in Unity to develop my own VR / AR content. I really like the sample scenes of the Interaction SDK package. Regarding the objects in the scene (e.g. the slingshot): Can I use those objects for my own app or will I get any licensing issues?Which website is your favorite to download 3D objects for your scenes? Thanks!Jan
I don't know if this is the right place but I need help, I am making an application in unity with quest 2 and 3, the application has several scenes with different tests and accumulates results and saves them in a jpg/png image file and in a PDF.This file must then be sent by email or uploaded to an FTP, or in some cases both.When testing the application at run time from the PC through Airlink or cable the scripts and configurations work perfect, it sends the emails through a gmail service and uploads the files to my personal host through an FTP configuration.But when I compile the app, nothing works, it does not send the emails and does not upload the files to the FTP, in both cases it says access denied. as if it could not read the files inside the data persitency folder or if the app could not have access to the outside through internet I would like to know how to solve this, since it is necessary that the app does what I need it to do. Thank you very much.
I am building a MR scene. When i run the scene I see blue boxes and origin axis. How can I hide them I have seen in other tutorials that you can change the default planmesh with an invisibleplane mesh however that was for v57. For v60 i can't find this plane mesh.Help please
We're working on a local multiplayer game for Quest 2/3 and have been working fairly successfully with Shared Spatial Anchors for the past few months.We've just swapped over to the new Meta All In One SDK and now can no longer Share spatial anchors with logged in users. We've tried using both Share() and ShareAsync().We're able to get them both to work when using the Quest Link in the Unity Editor, but when we build the APK to the App Lab, both type of Share call just hang and never return a value — and never share the anchors.Here's the code snippet were using to share the anchors.foreach (ulong oculusUserId in userIds) { //teacherLogger.TeacherLog($"ShareWithClass: Adding user {oculusUserId} to spaceUserList"); spaceUserList.Add(new OVRSpaceUser(oculusUserId)); userIdStrings[userIds.IndexOf(oculusUserId)] = oculusUserId.ToString(); } teacherLogger.TeacherLog($"ShareWithClass: Sharing anchor with {userIds.Count} users: {stri
How can I open a UI canvas panel when an object is clicked by VR controller in Unity VR? I want to implement this functionality where clicking on an object in a Unity VR environment triggers the opening of a UI panel. How can I achieve this? If you have any insights or suggestions, please share them. Thank you!
Hello, I'm looking for help on improving leg tracking accuracy in my VR setup with Meta Quest 3. Despite thorough adjustments and updates, movements like lifting legs are still lacking precision. If anyone has experience with refining leg tracking, your advice would be greatly appreciated. How can I achieve more accurate leg movement detection in VR?
> Hello everyone.>> I'm trying to create a XR project however my Oculus Quest 2 is not being detected whatsoever.> I'm in the Oculus homescreen for PCVR and it doesn't load up the Unity project at all.>> Here is one of the warning logs for it.>> Unable to start Oculus XR Plugin.> Possible causes include a headset not being attached, or the Oculus runtime is not installed or up to date.> If you've recently installed or updated the Oculus runtime, you may need to reboot or close Unity and the Unity Hub and try again.> UnityEngine.Debug:LogWarning (object)> Unity.XR.Oculus.OculusLoader:Initialize () (at ./Library/PackageCache/com.unity.xr.oculus@4.0.0/Runtime/OculusLoader.cs:181)> UnityEngine.XR.Management.XRGeneralSettings:AttemptInitializeXRSDKOnLoad () (at ./Library/PackageCache/com.unity.xr.management@4.4.1/Runtime/XRGeneralSettings.cs:148)>> I can run any other game or application just fine like the tutorials on the Oculus software however
Hello, I want to make a remote Meta Avatar fade in and out. I can't find a way to make the avatar transparent. I can't find a way to access the mesh render and change the alpha channel. It must be possible as in the documentation they put best practice to fade in the avatar on loading: Picture from Meta best practice
I cannot disable virtual keyboard, even I disable require system keyboard, disabling tracked keyboard supported, disabling virtual keyboard support. even editing in android manifest and set all keyboard support required to false. after I build it, my input text still returning virtual keyboard.It frustrating me. I want to make my own keyboard but it cannot be disabled.
Hello! When OBS Studio (24.0.3) connects to the app for MRC capture, my app is immediately crashing. It happens for the sample MixedRealityCapture scene as well. The MRC capture was working before I updated the Oculus SDK from v23.1 to v35. Tool/SDK Versions:Oculus SDK v35Unity 2020.3.11f1Legacy OVR Plugin (OpenXR plugin is not working as well)URP (10.5.0)XR Plugin Management (4.0.6)Oculus XR Plugin (1.9.1) Build Details:Running on Quest 2Version '2020.3.11f1 (99c7afb366b3)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'ABI: 'arm64' Crash Details:signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0Cause: null pointer dereferencebacktrace:/system/lib64/libOVRMrcLib.oculus.so (BuildId: 4c5229e67cc9eaa8908c081fd095d039b21f4d1c)/system/lib64/libOVRMrcLib.oculus.so (BuildId: 4c5229e67cc9eaa8908c081fd095d039b21f4d1c)/system/lib64/libOVRMrcLib.oculus.so (ovrm_Update+20) (BuildId: 4c5229e67cc9eaa8908c081fd095d039b21f4d1c)/lib/arm64/libOVRPlugi
Hello, I want to develop a VR app using Unity, and one of the features of the app needs heart rate data. Can I integrate a heart monitor or a smartwatch with Oculus Quest 2? If yes, what are the best heart rate monitors or smartwatches?
Has anyone successfully used Unity's Location Services API for Quest 3? Here's the code that I'm using:IEnumerator LocationCoroutine(){if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation)) {UnityEngine.Android.Permission.RequestUserPermission(UnityEngine.Android.Permission.FineLocation);}// First, check if user has location service enabledif (!UnityEngine.Input.location.isEnabledByUser) {yield break;}// Start service before querying locationInput.location.Start(1f, 1f);MessageText.text = "<< Connecting to Location Services >>";// Wait until service initializesint maxWait = 15;while (UnityEngine.Input.location.status == LocationServiceStatus.Initializing && maxWait > 0){yield return new WaitForSecondsRealtime(1);maxWait--;}// Service didn't initialize in 15 secondsif (maxWait < 1){MessageText.text = "<< Timed out >>";yield break;}// Connection has failedif (UnityEngine.Input.location.stat
I am trying to load a Scene / Room from a Quest 3 into unity. The objects are being loaded, but their transform isn't.This seems to happen since Update 60. MetaStoreHelp Is this a known error and do you know a workaround?[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11831 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)OVRSceneAnchor:Initialize (OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneAnchor.cs:142)OVRSceneManager:InstantiateSceneAnchor (OVRAnchor,OVRSceneAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneManager.cs:995)OVRSceneRoom:OnLocalizationCompleted (bool,OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneRoom.cs:176)OVRTask`1/CallbackWithState`1<bool, OVRAnchor>:Invoke (bool) (at ./L
Hi,I followed the description but it does not work.Using Meta Interaction SDK v64 I am trying to create a Camera Rig with controller-driven hands. I did the setup as described in this very brief text here:https://developer.oculus.com/documentation/unity/unity-isdk-getting-started/#controllers-as-handsUnfortunately I do not get controller-driven hands at all. Following the description, the controller models are still rendered when holding the physical controller. After that I set Controller driven hands in the OVR Manager to "Natural" (which I read somewhere else). This made the controller models disappear, rendering nothing instead.Am I missing something or is this still a bug (see v62 ControllerDrivenHands broken? ).Regards
Hi,I would like to develop an application that display the twitch chat of a channel and all of it is almost done.But the last thing I need is my app to stay open on top of other apps. Is it possible ?I'm currently on a Meta Quest 3 and I found nothing about that subject, do someone has a link or a website on this matter ?
I've installed several of the new UPM packages and OVRLipSyncContext is nowhere to be found. Does anyone know what package this is in?Also, in case anyone is wondering, the scope you need to add to the UPM registry is `com.meta.xr.sdk`.
Assets\Oculus\Platform\Scripts\NetSyncOptions.cs(25,60): error CS1503: Argument 2: cannot convert from 'Oculus.Platform.NetSyncVoipStreamMode [C:\Users\xxx\Assets\Oculus\Platform\Scripts\NetSyncVoipStreamMode.cs(8)]' to 'Oculus.Platform.NetSyncVoipStreamMode [C:\Users\xxx\Library\Bee\artifacts\1900b0aEDbg.dag\Oculus.Platform.ref.dll]'
Hello,I am trying to run one of the scene understanding examples (BouncingBall, oculus integration). When I build and run the project on the quest 3 standalone, everything works as expected (the ball is bouncing through my room). My problem is that running it via link from my PC using unity, it does not work. I am getting the following messages:There is no scene model available, and scene capture cannot be invoked over 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 HMD is connected via Link and that it is donned.I have captured a scene within the HMD in standalone mode and applied objects (furniture) to it. In the OVR Manager, I have enabled Scene support and Experimental Features. Oculus App has turned on the feature "share point cloud over oculus link". Also restarted the quest 3, oculus App and unity. Still the same problem.When I use the spatialAnchor example, again,
When I build to Quest 3 I get errors such asAssets\Scripts\xxxx.cs(24,23): error CS0246: The type or namespace name 'xxxx' could not be found (are you missing a using directive or an assembly reference?)I am able to work in play mode but the build to Quest 3 failsThe packages are installed and I checked the manifest.json and the dependencies are there
Hello everyone, I'm having problems when sending a report by email from a medical app I'm developing for oculus quest 2, I have made the following code, it works perfectly sending the email from the editor, but when compiling the apk and want to send the email nothing happens, it does not send anything by mail.As additional information I can add that the gmail account has two-factor verification enabled, has the option of less secure applications enabled, and a special password for third-party applications created in the security sector for the app in question.I repeat the app sends perfectly while running with questlink from the editor but does not send it when the apk is compiled and installed in the viewer.Does anyone have any idea what is happening or how to solve it?Thank you very muchMy Code Spoiler (Highlight to read)using UnityEngine;using UnityEngine.UI;using TMPro;using System;using System.IO;using System.Net;using System.Net.Mail;using System.Net.Security;using System.S
Hi, I am currently trying to flip the passthrough feed horizontally with Quest 3 in a XR application.Is there a straightforward to achieve this (e.g. flipping the OVRPassthroughLayer, editing main camera, etc.)?I really appreciate any help and advice!
I'm attempting to re-center the OVR Camera Rig using a button on a canvas in my Unity project. I'm using the Oculus Integration version 57.0.1, specifically for hand tracking without controllers. Despite trying the RecenterPose() function, it doesn't seem to have any effect on my Quest 2 headset.I've attempted to use this function both within the OVRManager script and in a new script, but neither approach seems to work. When testing the function using Debug.Log, I can see that it's being called, but there's no observable change in re-centering the camera rig.Here's the function I've been using:public void RecenterPlayer(){OVRManager.display.RecenterPose();Debug.Log("Recentered!");}I've also explored alternative solutions mentioned in a forum thread, but none of them have proven successful for me: https://communityforums.atmeta.com/t5/Unity-VR-Development/How-to-recenter-camera-orientation-on-Oculus-Quest-in-Unity/td-p/744108 Could anyone provide assistance with this issue?
I renamed HandGrabInteractable to HandleLeft and confirmed that the grab functionality is working well. Additionally, I want to save the position when HandleLeft is grabbed and moved, and create a new object at that position. So, I wanted to add a public bool DropDown variable inside the Grabbable script and set DropDown = true during EndTransform(), but it keeps getting deleted automatically. I'm not sure how to solve this issue. Please help. + Additionally, the PointableElement, IGrabbable properties are not enabled. (The font color does not change.) Note : Visual Studio 2022 , Unity 2022.03.20f1,meta XR interaction SDK 63.00 /* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this
I renamed HandGrabInteractable to HandleLeft and confirmed that the grab functionality is working well. Additionally, I want to save the position when HandleLeft is grabbed and moved, and create a new object at that position. So, I wanted to add a public bool DropDown variable inside the Grabbable script and set DropDown = true during EndTransform(), but it keeps getting deleted automatically. I'm not sure how to solve this issue. Please help..+ the PointableElement, IGrabbable properties are not enabled. (The font color does not change.)Note: Visual Studio 2022, Unity 2022.03.20f1, meta XR interaction SDK 63.00 /* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy
Hi,I am trying to load a remote avatar using SampleAvatarEntity.cs. I can confirm that the local avatar loads and there's a build on the alpha channel with both users added for access.I have tried multiple methods but I always get the same errors.[ovrAvatar2 native] stats::url file transfer failed: http response code: 400 uri: https://graph.oculus.com/7127445020641025?fields=id,avatar_v3%7Bmodel.profile(rift_v04b).platform(pc).sdk_version(Avatar2%20runtime%20SDK%2020.3.0.17.0%20client%20SDK%2020.3.0.17.0).client_version(0.1%2B2022.3.14f1).client_name(DefaultCompany.FortWars){url,id,creation_time,animation_set}%7D error: No error error details: trace-id: DzOw60JgPXn[ovrAvatar2 native] specification::Failed to retrieve Avatar Specification for user id 7127445020641025[ovrAvatar2 manager] UserHasAvatarAsync completed the request but the result was NotFound
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.