Unity Development
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I’m currently working on an project intended for the Meta Quest 3 headset, using Unity to develop an application with an immersive UI main menu. This menu is designed to be navigable via controllers, utilizing a laser pointer system for scene selection. I coded the lasers. Testing the project directly on my PC with the headset connected, everything functions as expected: the laser pointers emit from the controllers, allowing for seamless scene selection.However, an issue arises when I build and use the app. After building the project with Android settings and installing it on my headset through the Meta Quest developer hub, the lasers mysteriously fail to appear, rendering scene selection impossible. This problem persists despite the app’s successful installation and launch, suggesting a discrepancy between the Unity editor’s behavior and the built app’s performance on the device.The built settings are set for AndroidI have lasers scripted I am using OVRCameraRigI have the lasers
Hi, I'm making mixed reality app with Unity and OVR Plugin (Meta All-In-One Plugin). The feature of the app should be a possibility to stream application on a custom web page (my server). I read tons of forums and didn't find how to do that. Does it even possible to stream MR app on a custom web page for Meta Oculus 3, Meta Oculus Pro, Meta Oculus 2?
The key outcome is that none of the returned anchors should be out of the player's view. I am wondering how you all have done, or would do this? I can think of several methods, but none seem particularly reliable. As far as I know you cannot query a specific room via the API, it's done automatically based on user's prior scans. So that creates several obstacles 1. The user may have scanned multiple rooms in their house, and 2. even if they didn't, we have no reference such as a room ID we can save along with the anchors IDs (if I'm wrong please let me know - that would be great)One idea involves only showing anchors within a certain distance from the player, while taking into account distance from walls somehow - in order to prevent any anchor on the opposite side from a wall from showing. But that's just an idea. Any ideas would be much appreciated.
Hi I'm having issue when updating from v62 to v63 meta xr all in one sdk. It is not loading with quest link editor play mode in unity. Also build is also not working it displays the unity logo only. I'm using unity 2022.3.21f1. If anyone facing similar issue please help. Thanks in advance.
Hey currently with the interaction sdk I am able to scroll with a click and drag with the primary button. I have not been able to find a way to just scroll with the joystick. Has anyone been able to fix this/find this?
I am using the OpenXR Plugin (1.8.2) with Unity 2022.3.4f1 and I need to disable position tracking. To do this, I set the tracking type in the TrackedPoseDriver component to "Rotation Only", but since there is still some stereo separation between the eyes, then rotating the head still causes some translation in the eye positions. The result is that a 3D character placed in "the center" of scene with a 360 video skybox appears to "float" in the scene.How can set the eye/stereo separation to 0 so that when rotating the head, the eyes don't move?I have tried setting Camera.stereoSeparation in Unity to 0, but this value seems to be ignored with the OpenXR Plugin. I've also tried setting the stereo view matrix on the camera to be the same for the left/right eyes, but this causes even more issues...Any ideas?
Using unity, I am trying to change the selected speaker. I have two speaker presets loaded. Charlie and Rebecca.I can manually change the speaker, but I need to do that in script since I have two speakers that I want to talk in their voices (one mail and one female. Did a lot of searches but can't find the answer. I am sure it is easy. Any help would be much appreciated. Thanks.
Hi, guys.First of all, I'm using Google Translate, as I'm still perfecting my English.I'm in a project that uses Meta Quest 3 and there has come a time when I will need to use URP in the project. It turns out that after installing and building the project with the URP, the following loading message appears continuously: I created a new project, but now URP since the project was created. After installing SKD and restarting the editor, the error returns.Could this be due to developer mode? Could it be some type of compatibility due to the URP?
Hey everyone, does Anyone have any idea regarding the entitlement check for test user IDs for the Rift application? I have followed the documentation but failed on the standalone Windows build but passed with the same credentials while running in the Unity editor.while using these credentials in unity editor I'm able to pass a check but if UseStandalone Platform is unticked then it is not able to pass a check while in the Oculus desktop app I have the same credentials.
I have a 3d model and using meta movement sdk to do body tracking. I want to use Body Tracking to track only one hand side and mirror to the other side. For example I want to mirror the right hand side so I tracked only right hand side and copy transform rotation & position value of right hand side to the left hand side to make it mirror. Is this possible? or Anyone have any suggestion? Please help
The links in the "Core Documentation" here are not working:https://developer.oculus.com/documentation/unity/unity-gs-overview/I would particularly like to find the content for "Playground - Tutorials"Does anyone know where I can find this? Alternative link?
How do you save multiple room layouts with name or storage location and load them in dynamically?I have been looking all through the OVRPlugin and found no direct way of loading and storing scene models by a name or storage location.I feels like such an important feature to not be in the SDK, so am I missing something??
Hello, I am building a multiplayer app on meta quest 3 and using meta avatar 2 to show the avatars. Does syncing avatar can also display on mac build? I want to make 2 different apps, one for quest and other running on mac. Does avatar syncing possible on both platforms ? Thanks!
Hey there! I've been developing a Mixed Reality simulator on the Quest 3 using the Unity Game Engine and Meta All In One SDK, and I want to connect the FlySky RC controller to give input to a digital twin of my robot inside the XR headset simulator. Any thoughts or advice for this process or who I should talk to?I'm currently looking into something like this to plug into the headset after I build my project into the Quest 3 but I don't know where to start in terms of developing this or if this will work at all.https://www.amazon.com/FrSky-Compact-XSR-SIM-Dongle-Transmitters/dp/B07GD6ZLW7/ref=sr_1_3?crid=2LC4WJR9MTL9I&dib=eyJ2IjoiMSJ9.mcVMr8UgMohSViRf1Q6VP8wPxHPhZwgfM-PXrO-iswU-MiId9YV18TNJWPT3zF4XOU7xGO-NiXBUoSylj7xmSrkMi48tejqN9TCl1X3l69RTr2a7FruTvasmlDeTUiMLCdtthN8qtpk9kbAltf1n2ObzN2Z4abfjTLLH9dbObdoP_NWpkA6JWhwqLBnDVIKw5b09PTtYCmrXMgollYQnCWOpW31mrWpXz3z-QAbYD5LB8mPTbffUfLdWMriy5WaJByigLCnr7TifkiPCZSEaL6XrJ8e0YXuppAY9QF8P7aE.86GCTiwlBd_dqBN3Eo5LXnA712fwqyRrGOIyh0bYC3E&dib_ta
Hey everyone! Hopefully this is an easy question. The Users, Friends, and Relationships page has some code snippets and tells you to go to this Platform Reference Content page for more information. However, that page sends you to the Native v63 Reference Guide, and everything is C code, not C#. (Header files, different names for functions, etc)Does anyone have a link to the Unity documentation? I do not mean this page or any of the associated links - I've already scoured everything on that page. In particular, how did this guy get so much detailed information about the User data type, including all of the sub-properties?So far I've been trying to make do by jumping between forum posts and snooping on other people's code, but I really want to have all this information available to me for my Unity C# project. Please help, I feel like I've lost my mind!
Hi allDoes anyone know how to add an extra page to the ipad style interface in ComprehensiveRigExampleAdded an extra Library Page and Circular Button but when I press it it does not slide to that pageAre there any other references I have missedAny help would be greatBest Wishes🙂
We are using Snap Interactables and Snap Interactors on objects to place them into specific locations.This works well with a single-hand grabbable, but we need some objects to use a 2-Handed grab. When we add the 'Two Hand Free Transformer' component, and assign it to the Grabbable, grabbing works, but the socket interaction no longer works correctly; 1. The object does not move into the right place on Select, it stays where it was at the time of Select.2. The object remains 'stuck' in the socket, and has a new position & rotation offset that prevents the user from pulling it out of the socket's selection.Is there a known limitation to using 2 Handed Grab and Sockets? If so, is there a place in the documentation we can see these limitations? Otherwise, any suggestions on how we can approach this interaction?
Im using meta xr all in one sdk in unity 2022. My scene contains only the camera rig building block and the passthrough building block. When i press play with my quest 3 connected the application starts. The problem is that the passthrough has a very low frame rate. But when i go outside of my room bounds so the passthrough changes from the applications to the "meta" passthrough the frame rate is good. I have tried on 2 pc's with both a usb 2 and a usb 3.2 10gbps cable, and on two different unity version (2021 and 2022). When i tried with the better cable, i got much more frames, from like 10 to 30 but still not nearly enough to be able to use the play mode in unity. In the task manager of my windows 10 system there is no substantial usage of either my cpu (i9 9900k) or my gpu (rtx 3070).
We are experiencing a lot of lag in the passthrough image in an PC aplication using the cable link conection. The virtual environment if in a good fps, but the passthrough is in a low fps and with a delayed image.We are using Unity with the the lastest SDK available in a top tier PC. The passthrough image outside the link is fine, without lag.We would like to know if there is anything we can do to reduce this lag.
I've managed to record and play Meta Avatar animation but there are problems because animation always gets stuck.Here is part of the implementation:I save modified PackedData every LateUpdate PacketData packet = new PacketData(); packet.lod = lod; packet.dataByteCount = SourceAvatar.RecordStreamData_AutoBuffer(lod, ref packet.data); when i want to play it, i simply interate through List of PacketData and call avatar.ApplyStreamData(data) every update or whenever i want. Everything works fine but animation always stops. There i also this warning popping up every 2-3 seconds or every second frame of data i read: [ovrAvatar2 native] streaming::Snapshot remote time prediction exceeds one second. Jumping to new time. UnityEngine.Debug:LogWarning (object,UnityEngine.Object) The animation always freezes when it starts playing it again, it unfreezes randomly when i decrease update from every frame to once every second. O
In Quest 2 OS hall, you can push and drag UI panels, zoom in or out, rotate around yourself.So,how to achieve these operations in Unity project? Is there some example scene in Oculus Intergration SDK? Before this, i tried MRTK , it provides some similar functionality, but not good.
I know that as of right now Meta Avatar SDK does not support Unity WebGL builds because of web limitations when it comes to some of the SDKs features, however I was wondering if there was a way to overcome this just so I could load the avatar on a WebGL build without using the other features provided by the SDK.
Can't get acceleration information for Quest 2 HMD ?OVRDisplay.acceleration always returns (0, 0, 0). But, OVRDisplay.velecity returns correct values. IMU for Quest 2 HMD should be measuring acceleration.Velocity is obtained by integrating it ...Give me the code to get the acceleration information for Quest 2 HMD.I’m using Unity 2022.3.13f1 , Oculus Integration 57.0.1._____________________________________________________________OVRDisplay ovrDisplay;Vector3 acc = ovrDisplay.acceleration; // return (0,0,0)Vector3 velocity = ovrDisplay.velocity; // return correct values_____________________________________________________________
Hello everyone, I've encountered an issue with my project when I'm trying to make my unity game support mixed reality capture.I was able to successfully select my webcam on my desktop and connect on my quest2, but I'm stuck on the . I am able to successfully connect my quest2 on obs when I am launch the beat saber, except for my game.After comparing my game and other games that support mrc, I find the error in my game log (from adb):08-31 09:57:16.028 15850 15879 I OVRPlugin: OVRPlugin 1.86.1 ... preinitialized 08-31 09:57:16.154 15850 15879 I OVRPlugin: OpenXR SDK version 1.0.27 08-31 09:57:16.154 15850 15879 I OVRPlugin: AppNativeLibraryDir: /data/app/~~Ilxo98GhRdsMhYzcPvYa8w==/com.FB.UnityMetaMRC-hjTiR0Cm6u5aiqOYuffJzQ==/lib/arm64 08-31 09:57:16.154 15850 15879 I OVRMrcLib: Try loading /data/app/~~Ilxo98GhRdsMhYzcPvYa8w==/com.FB.UnityMetaMRC-hjTiR0Cm6u5aiqOYuffJzQ==/lib/arm64/libOVRMrcLib.oculus.so 08-31 09:57:16.154 15850 15879 I OVRMrcLib: Try loading /data/app/~~Ilxo98G
How can I replace the ghost hands with custom hands without removing the hand grab interactable with the game objects?
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