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Hello, I’m working on a game with full body tracking through integrating SlimeVR’s lower body set. I’ve already rigged openxr’s XR Origin as well as the trackers’ input onto a humanoid avatar. What I’m trying to achieve now is detecting certain body poses performed by the avatar to trigger certain events. So far I’ve come across Meta’s Interaction SDK which conveniently has Body Pose Detection components. However, the resources and information available regarding its implementation are almost non existent and I’m having trouble working it out myself (still somewhat of a beginner in VR development). Was wondering if anyone has any kind of experience with it or worked on a similar mechanic, any help would be much appreciated!
Hi,I know that this problem has been discussed in other posts but none of them had a solution. I'm trying to create a simple multiplayer app to test some interactions. I have the needed Rift and AppLab apps. There's a build on the alpha channel with some users added for access. When the people enter to the App, the local avatar spawns correctly, but the remote one doesn't. The errors that appear in the console are the following:[ovrAvatar2 native] stats::url file transfer failed: http response code: 400uri: https://graph.oculus.com/7413158262106467?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(0.1.0%2B2022.3.4f1).client_name(<project_name>){url,id,creation_time,animation_set}%7Derror: No errorerror details:trace-id: CTJBp1WJMFP[ovrAvatar2 native] specification::Failed to retrieve Avatar Specification for user id <user_id>[ovrAvatar2 manager] UserHasAvatarAsync c
We are currently developing a metaverse solution using Unity for a live multiplayer game, aiming to support a concurrent user base of 500 or more. Our project entails users roaming a map, interacting with each other, and engaging in various activities. To ensure optimal performance and scalability, we're seeking advice on the following:Multiplayer Service:What multiplayer service would you recommend for handling 500+ concurrent users in Unity?Are there specific features or considerations we should prioritize when selecting a multiplayer service for our project?Hosting Providers:Which hosting sites or platforms are best suited for hosting a Unity-based metaverse project with a large concurrent user base?Are there any hosting providers known for their reliability, scalability, and performance specifically for live multiplayer games?Additional Services:Apart from multiplayer services and hosting, what other services or tools would you recommend incorporating into our project to enhance us
Hey guys, I'm working in the Meta All In One package and I'm using hand tracking. I'm trying to create a darts game where you just throw darts at a dart board. I have everything set up and it's working fine but I'm not able to get enough velocity while throwing the dart. I've set the weight lower, I've removed drag, etc. Does anyone have any advice on how to make the dart throw feel more realistic? My first idea is to apply a force to it when the hand releases it but I can't find anywhere in the docs or online how to get the throw event to trigger something like that with Hand Tracking rather than a controller.What I want to do now is apply a velocity forward on the dart when it's thrown so I can get more distance but I don't know how to know when the dart is actually thrown. In other SDK's there are "OnGrab" and "On Release" events that you can subscribe to. Any advice would be appreciated.
Hi all,I'm coding a VR experiment in Unity using the Meta Quest 3. Everything works so far, but I can't for the life of me figure out why my haptic don't work? Here's a snippet of my code just in case I'm missing something obvious: using System.Collections;using UnityEngine; public class ScreenOverlay : MonoBehaviour{ public Canvas overlayImage; public Haptic1 hapticScript; // Reference to the Haptic1 script private float hapticDuration = 0.5f; private void Start() { // Ensure the overlay image is initially disabled overlayImage.enabled = false; // Find and get the CartAppearance script hapticScript = Object.FindFirstObjectByType<Haptic1>(); } private void Update() { // Detect index button press on the left controller
Hello I have a question about “Drone Range” from the Meta Sample Discover.I wanted to use the demo to familiarize myself with mixed reality programming. Unfortunately I can't find any levels for the game. Can someone explain to me how I can find an entry point here. Everything is probably loaded dynamically. Does anyone here have experience with the demo.THX Jörg
In Oculus Integration, the OVRManager has a property named "Tracking Origin Type" which consists of three types: Eye level, Floor level and stage. What is the difference between "Floor level" and "Stage"? When I try them, the effect is almost the same.
I wonder how to detect clap (with hand tracking)?
Found an issue when clicking a UI button with custom OnPointerEnter / OnPointerExit events.Issue: PointerExit events getting triggered when clicking a button even though the pointer never leaves the button.Setup:Meta XR Interaction SDK 63.0.0PointableCanavsModule (With EventSystem) and a Canvas with a standard Button.The button has a custom script that registers OnPointerEnter and OnPointerExit events, each event is printing a message in the log: "ENTER" and "EXIT".When clicking the button while keeping the pointer on the button (never breaking the hover) you get this log:EXITEXITENTERIt looks like the Exit event is hardcoded to be sent whenever a click has happened which I believe is a problem in itself, in addition I don't see why it would fire twice on top of that?As far as I can see,For UI to work you need to add PointableCanvasModule.cs from the Meta XR Interaction SDK.This will call ProcessPointer on each of the pointers which if released (I assume this m
Hi, I want to capture the mixed reality camera feed on an image inside current scene using render texture. Is this possible in meta quest 3 ? If yes then how can we do that ?
We are now getting "400" errors (such as the one below) when requesnt an avatar with a valid user_id after successfully generating and using an access token for a federated app id. This is in apps that have already been released for a while and used to work, as welss as any in our dev environements. This is a big problem for our existing clients, and also delays our development for enar term releases. In the past there have been Meta backend issues that temporarily caused this and eventually the problem went away. Is that the case now? If not, can someone please help me understand and mitigate whey this is now happening for all of our federated apps?http response code: 400uri: https://graph.oculus.com/6049950638373023?fields=id,avatar_v3%7Bmodel.profile(rift_v04b).platform(pc).sdk_version(Avatar2%20runtime%20SDK%2020.1.0.128.89%20client%20SDK%2020.1.0.128.89).client_version(6.7.36%2B2021.3.27f1).client_name(Foretell%20Reality.Foretell%20Reality%20Internal%20Test){url,
When using Meta's shader for the hands + changing the style of passthrough, the hands transparency is not rendered correctly. It happens in both Quest 2 and 3.I'm sure this was working just a few days ago. Could it be caused by the new v64 OS update? Has anyone else seen this recently?This:Instead of
Hello everyone, I am working on developing a local multiplayer game on Quest 3, I decided to use Photon PUN because of its simplicity but I am having difficulties in joining photon components with Meta XR components: in the specific case Photon Transform view and Grabbable.if I take an object in my hand thanks to Meta's Grabbable component the transform view does not take it accurately.Do you have any suggestions? thanks
We're running into some access issues when trying to read and write files from a Meta Quest 2 Unity Application. The strange thing is, it works fine when I write text and I have all the permissions I need, but reading doesn't work. File.WriteAllText("/sdcard/Documents/DeviceSerialNumber.txt", value);Works fine.string test = File.ReadAllText("/sdcard/Documents/DeviceSerialNumber.txt");Gives me an UnauthorizedAccessException. The reason I'm saving in external storage is that we need the data to remain when the application is uninstalled and we need the data to be accessible through other applications.We already have READ and WRITE permissions through the android manifest. The WritePermission setting is set to External (SDCard), so that should be fine too. We've been stuck on this for days and just can't seem to figure it out.
I am saving Spatial Anchors to my cloud profile. I am storing their UUIDs separately and trying to remember to clean them up. But I'm worried sometimes I am losing the UUID and accidentally leaving anchors in my cloud storage. They are about 2.5MB each.Will they expire on their own? Can I see what is stored under my profile somehow?
Hello!I cannot seem to follow the documentation for MetaXR Spatial Anchors - they implemented 'Building Blocks' and I cannot find any documentation for it, I am working on a simple singleplayer local spatial anchor setup and I simply cannot make any headway. How do I learn to use this feature? Its so important for Mixed Reality 😞Also - if you happen to know the most stable version of Unity and MetaXR (or if you use other XR integrations) that offer DepthAPI Dynamic Occlusion/Room meshes/Floor pathing for NPC's, otherwise I've been struggling on Unity 2022.3.24f1 with MetaXR v63
How to solve it?
I use v64 SDK and Unity2022 f1, 3.16 in my application using the OVRInput. GetControllerBatteryPercentRemaining and OVRInput IsControllerConnected two interfaces. The controller's power level is always 0. The data obtained after the handle is disconnected will still be true.
Hello, In Unity editor Leaderboard works fine, but in the build I have error: Must call get_signature first. P.S. In OculusPlatformSettings I had my generated Oculus User token.
Hello.I am using V24.1.1 of the Meta Avatar SDK to display my avatar.It displays fine with URP's Forward Rendering, but when I switch to Deferred Rendering, the display disappears.Is the Meta Avatar SDK supposed to be used with Forward Rendering?
I'm just using the OVRBody component and it's working well, but crippling the framerate when testing in the Unity Editor.Just toggling this component on halves the framerate from 72 -> 36fps.Is this a known issue or can anything be done about it?(I'm using the Unity 2022.3.13, Meta v60 SDK, Oculus XR Plugin package 4.1.2)
How to implement YoutubeVR's immersive to panel ?
Hi I'm currently developing my first VR game! I am having issues that only happen on the quest build (playing the APK from the headset).Up close the detail is pretty good. But anything more than 5 or 6 feet away looks very bad. It reminds me of looking down a long road on a hot day and everything becomes wavy and distorted. The edge's are jagged and it looks like the edges are dancing / flickering. Mainly when standing still just looking at them. Oddly enough I noticed last night if I open up the oculus menu to quit the game all of that stops. And the scene itself is not stopped. I know this because I have a few city guards on a spline path and they are still walking while the menu is open. I have searched many forums and watched many videos. I'm unable to find any settings that fix this problem. I've downloaded many template projects off the git hub and patreaon and built them with no difference. Is there anyone who can give me some insight? I'm not stub
Hi everyone,I know there are a lot of posts which suit my issue but none of the solutions seemed to help so I am asking one again 🤐. I am working on a unity project (2022.3.24f4) where I want to see a 360° Video. It has more than 2GB so I wanted to use the local filesystem on my Quest. When loading the app I just see the buffering symbol but it disappears instantly.I added in my Videoplayer this URL to my Video: /storage/emulated/0/DCIM/name_of_file.mp4 and this is the AndroidManifest I used: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools"> <application> <activity android:name="com.unity3d.player.UnityPlayerActivity" android:theme="@style/UnityThemeSelector"> <intent-filter> <action android:name="android.intent.action.MAIN" />
I had Meta XR All-in-One SDK version 60 and tried to upgrade to 62, Unity crashed once, then I opened in SafeMode and there was this error:Library\PackageCache\com.meta.xr.sdk.core@62.0.0\Scripts\Util\Async\OVRTask.cs(819,9): error CS0433: The type 'ManualResetValueTaskSourceCore<TResult>' exists in both 'Microsoft.Bcl.AsyncInterfaces, Version=5.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' and 'netstandard, Version=2.1.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51'What can I do? It seems both are from System DLLs.
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