Unity Development
Recently active
Hey all,I have been trying to update a project that worked in Unity 2019.3 to Unity 2022.3.16. It worked fine initially, but when trying to build, I got errors from the old Oculus VR SDK. So, I realized I needed to upgrade to the new Meta SDK, and just went for all-in-one to find out what I need first. The project must use OpenXR for input.I imported, removed all the errors, and launched, only to find that UnityEngine.XR is no longer recognizing my controller devices. I have the OpenXR Plugin and the Oculus XR Plugin installed. OpenXR is selected in the list of plugin providers in XR Plugin Management (Selecting Oculus instead does not change anything), and Meta Quest features support is also enabled (though disabling it does not change anything). OVRInput does recognize my inputs.I confirmed that it is not recognizing controllers by writing a test script that will just log when a device connects.Can anyone offer any guidance here? I'm very con
Hi. Developing in Unity. When running in standalone Quest 2 I get random pixel glitches mostly at the right display of the Quest2.This is not my capture, but this guy had the same problem and mine looks exactly the same:Streamable Video Quest 2 Standalone Hand trackingUnity 2020.3.26f1Render pipeline URP. 10.8.1Oculus XRPlugin 1.11.2Graphics API GLES 3 The failure is random. Sometimes it is shown, other times it is absent.The optimizations seem to help but do not solve the problem.Tested different scenes, different unity project version, with different shaders and not solved. Just a medium/high demand on the GPU seems to make the glitch to be shown.Tested in 3 different headsets (MQ2)The problem doesn't seem to appear using Link, but I'm not completely sure.It started appearing after updating the MQ2 software. The older version of the software (maybe over a year ago) did not show the glitch. Thank you for any information regarding this.
I'd like to get Meta Quest 2/3 Controller's battery state and I use GetControllerBatteryPercentRemaining().However it is always returning zero.Is there anyway to get controller's battery?
EDIT: This was solved in the v62 update! https://communityforums.atmeta.com/t5/Announcements/Meta-Quest-build-62-0-release-notes/ba-p/1145169 I have been attempting to use Hand Tracking over either Air Link or Quest Link for use in a Windows PC build. After setting up a project and playing a sample scene, the tracked hands are not visible. Hand Tracking is working on the device in the Quest OS and during Quest Link. When the unity app is running and my palms are facing the headset the oculus menu buttons are visible but not the hand mesh. Steps to reproduce:Create new Unity project.Install Oculus Integration and XR Plugin Management (select Oculus as Provider)Open any Hand Tracking supported Scene (I mainly am interested in the Interaction SDK)Hands will not be visible. Depending on the scene, the hand mesh can be seen not moving from it's initial position. Tested on multiple computers (Windows 10 & 11), and multiple devices (Quest 2 & Pro). Both Quest devic
I've done some rough set up to get an Avatar 2 Oculus avatar to work with Photon in a multiplayer game.In my demo, I can see the remote player updating and hear the audio from their mic. However, the lips move significantly before the audio comes through the speakers.My fix idea was to have the remote avatar lip sync to the audio when it receives it (from Photon Voice) rather than having the avatar send the lip sync data with the rest of the movement. However, the remote avatar seems to ignore any data from the OVRAvatarLipSyncContext. It's possible there's conflicting data between the lip sync context being generated from the audio and the remote tracking data.This also seems to go explicitly against the docs:https://developer.oculus.com/documentation/unity/meta-avatars-networking/"The entity should not have any component references for Body Tracking or Lip Sync. This data will come from network packets."Does anyone have any more insight on what's happening, a fix, or an alternative s
Some context: Activestatetracker is an oculus script that turns the children of certain objects off or on.Hello, I was noticing that something was turning some of my objects off at start. After using the "OnDisable" trick (add a script that logs something on OnDisable so the callstack will tell you what turned it off) I found that ActiveStateTracker turned it off. However the object in question isn't a child of any ActiveStateTracker. Has anyone come across this? Work around isn't very hard, just turn it on again but it is annoying.Stacktrace: Someone disabled me! UnityEngine.Debug:Log (object) WhoChangedMe:OnDisable () (at Assets/WhoChangedMe.cs:14) Oculus.Interaction.ActiveStateTracker:SetDependentsActive (bool) (at ./Library/PackageCache/com.meta.xr.sdk.interaction@60.0.0/Runtime/Scripts/Interaction/Core/ActiveStateTracker.cs:92) Oculus.Interaction.ActiveStateTracker:Start () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@60.0.0/Runtime/Scripts/Interaction/Core/Act
Is particle-to-particle collision possible? I cannot figure out how to do it. Can someone help me with a full detailed explanation on how can I do it? Thank you
I'm using the Meta All-in-one SDK (v62), and there's a minor bug that is impacting the user experience. Whenever a keyboard is loaded, it creates a passthrough "Quad" with it. The problem arises when it creates a new "Quad" without destroying the existing one, leading to the scene accumulating numerous black passthrough Quads. You can easily reproduce it by toggling "KeyboardQueryFlags" between Local and Remote repeatedly.Its in OVRTrackedKeyboard.cs Script, function :LoadKeyboardMesh()variable : passthroughQuad_
After scrolling through the avatar store, I cannot find any lab coat to wear. Is there any chance that I can create an outfit for my avatar? I need help. ASAP. This is for my Thesis. Thank you
Hey all, I have been trying for the last few days to get a navmesh to generate on the Scene Model from a Quest 3 and I cannot for the life of me figure it out. I've taken a look at the Phanto sample, but most of it is going right over my head. If anyone has any ideas where to start, please let me know!
We are trying to test subscriptions. The documentation is not very clear. It has a lot of information but is not well organized. I have read most of the links and try to follow most of them. I am a developer for my app but not the admin. I cannot look at credit card information. I assumed that when I set up testers they would have dummy credit cards to test IAP and subscription stuff. I created a draft subscription. I created a test user for the subscription. Then went to add that test user to the subscription. It all loaded fine and it seemed like it was going to work. But the moment I try to finilize everything an error occurs with trying to add the test user to the subscription. I get this error. Do I need to have the admins create all this? Because they have access to the credit card information? I did report the bug. Has anyone gone through the subscription process? Can anyone shed some light on the in game set up? I am currently working on the s2s code and entitlement checks
I recently updated my Unity project using the Oculus Integration package to the All-in-One XR SDK for Oculus. However, I've encountered a challenge regarding interacting with canvas buttons within my VR environment.Previously, I utilized the UIHelper component from the Oculus Integration package to easily interact with canvas buttons using the Oculus Touch controllers. However, it seems that the UIHelper component is not available in the All-in-One XR SDK.I'm now seeking guidance on how to achieve similar functionality with the All-in-One XR SDK. Specifically, I need to know how to enable users to interact with canvas buttons using their Oculus Touch controllers in a VR environment.If anyone has experience or suggestions on how to accomplish this transition or any alternative methods to achieve similar functionality within the All-in-One XR SDK, I would greatly appreciate your insights. Whether it involves scripting, new components, or different approaches altogether, any assistance wo
Specifically, I'm using the all-in-one XR SDK for Oculus, and I'm looking for advice or resources on how to implement hand representations while a user is interacting with the controller.
We're trying to pass an object when it snaps to a snap interactable. Currently, in the Snap Interactor of the object, in the optional field "Data", we've put the object itself. How do we go and read the data when it arrives in the Snap Interactable? We've tried to follow this tutorial but it's for HandGrabInteractable and HandGrab is Pointable whereas Snap Interactable isn't, hence when trying to create the ReadData functions and use it in the "Interactable Unity Wrapper Event", it cannot appear.Link to the tutorial : https://developer.oculus.com/documentation/unity/unity-isdk-use-data/
I'm doing a multiplayer project using Unity Netcode. I'm using the LocomotionControllerInteractorGroup prefab to handle the teleportation, and there is a script from the SDK called PlayerLocomotor that changes the player position. Based on the Netcode tutorial, I should handle movement through NetworkBehavior rather than MonoBehavior, so I duplicated the script and changed it to a NetworkBehavior script, but the modified one is not functioning at all. I attached the modified script below. Could someone give me some hits about how to integrate the locomotion prefab into the NetworkBehavior, please? using System; using System.Collections; using System.Collections.Generic; using Oculus.Interaction; using Oculus.Interaction.Locomotion; using Unity.Netcode; using UnityEngine; public class RPCPlayer : NetworkBehaviour, ILocomotionEventHandler { // Start is called before the first frame update [SerializeField]
When trying to do a build I get the following errors:"Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8Error: Could not find or load main class Application.3D.Unity.2022.3.22f1Caused by: java.lang.ClassNotFoundException: Application.3D.Unity.2022.3.22f1UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:203)CommandInvokationFailure: Failed to update Android SDK package list./Applications/Engineering Application/3D/Unity/2022.3.22f1 LTS/PlaybackEngines/AndroidPlayer/SDK/cmdline-tools/6.0/bin/sdkmanager --listEnvironment Variables:DEBUG_ENV_VAR = UnityHubXPC_FLAGS = 0x0DISPLAY = /private/tmp/com.apple.launchd.yPfA0l2OyA/org.macosforge.xquartz:0__CFBundleIdentifier = com.unity3d.unityhubAMPLITUDE_API_KEY_GREENBUCKET_DEV = 3ded2a762163603391a425f688f990c8AMPLITUDE_TOKEN_REDBUCKET_DEV = U4PSN7S7PuYVRODivvdcFwbu8R6IHGqaSECURITYSESSIONID = 186b1AMPLITUDE_API_KEY_GREENBUCKET_PROD = c86fea37a9e1d3f0878b96e15b111c7cJA
This is my first time encountering this issue. How can I fix this? When I'm clicking the lever gameobject, its transform component isn't positon to the gameobject itself. Help me please
I've created a new project and added all required Meta depndences. And create simple canvas with text and image. And it works correctly in Meta XR Simulator. After that i added OVR Overlay Canvas component and selected OVROverlayUI layer. And instead canvase i see black square. What additional need do to OVR Overlay Canvas render correctly. Also i checked Unity Starter Sample with OVR Overlay Canvase and it works good in Meta XR Simulator. And i compare settings and settings looks the same with my project.
Hello, I am using meta avatar 2 and photon2 to join 3 players inside a room. My 3rd player is specific type and i do not want other players see him (3rd player), but he can see others. How to hide visual appearance of 3rd player inside the room . But he is actually inside the room ?
I have strange issue for System soft keyboard. I enabled in Rig Required System Keyboard (Virtual keyboard Support disabled). I have in canvas TMP_Input Field. When i click on it System keyboard sometimes shown and sometimes not. I debug it and i see that when i click on Select event fired and immediately fired onDeselect event. But sometimes it work properly. Do anyone see such issues? And how to fix it?
When I open my Unity project and set Meta XR Simulator to Active, and enter play mode, the Simulator works. But once I end play mode, the Simulator will never launch again until I quit and restart the project. I'm using Unity 2022.3.21f1 and Meta XR All-in-one SDK 62.0.0.I have a similar project using Unity 2022.3.17f1 and Meta XR All-in-one SDK 60.0.0 And it does not have this issue. Is there a bug in 62.0.0? Something I'm doing wrong? Tips?
Hi there,We have an existing game that makes a leaderboard_entries request. Previously we did not seem to need the Deep Linking feature to make these leaderboard requests, since we are simply displaying the leaderboard in-game. Now it seems that the OculusIntegration_v53.1 Unity 2022.3 Oculus SDK/integration requires the Deep Linking feature to make a leaderboard_entries request. Is there any way to make a leaderboard_entries request without accessing the Deep Linking platform feature?The error message that I now get is:Request 'leaderboard_entries' (id: 278) has an error! the response may have missing or incorrect data! error message:...This call accesses the Deep Linking platform feature, which requires certifying through the Oculus Data Use Checkup program.
I want to show panel in front of user face. But when i try get OVRManager.profile.eyeHeight i've get about 1.65. How i understand it's some default value for standing position. And how to get real eye position of user? Or maybe just undertand is user seating or standing and use two constants. But i can't find how understanding what mode user select (seated/without moving or standed)
I've opened multiple scenes from the v62 SDK Samples. The hands show up but cannot do anything - they don't grab, they don't poke the samples menu. No interactions work. The Samples aren't usable or helpful in this state.
Does anyone here use obi rope and applied hand grab interactable? If yes, can you explain to me how did you do it? I cannot figure out how to make it work. Thank you
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.