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I've almost completed what I think is a pretty solid script to allow the user to download DLC (assetbundle) for my app using Oculus Platform. All goes well from entitlement checks, to retrieving prices, to checking already purchased items, to the purchase itself. Starting the actual download however fails and returns this error:Either the service couldn't be connected to, Horizon isn't installed, or you're running an incompatible of home/horizonWhat's strange is that I can't find anything about this error. Literally zero results on google.I'm testing the app and it's IAP with test users, which should be fineThis error occurs in the build (I have a worldspace canvas showing debug info). Because there's such little information on this error, I think it's because the error comes from the Quest itself and not from any script of my project (and therefore hard to spot).It occurs both when I've installed the apk directly to my Quest 2 and after downloading it from App LabGPT suggest
I'm trying to recreate the "attach socket" (XRSocketInteractor) from Unity's XR Interaction Toolkit. Has anyone had any success? I've read through the documentation but can't come up with a simple way to do this. I've even tried writing my own script with an OnTriggerEnter using bothgrabInteractable.AddSelectingInteractor(grabInteractor); andgrabInteractor.Select();but still haven't got a complete snap attach..I've gotten the grabbable object to turn green (be Selected) seen with the "Interactable Debug Visual" script but the object doesn't "auto move" to the transform point and I'd rather see if there is indeed a proper way to do it. Any ideas?
Hi all,I thought it should be an easy task to recreate the multimodal functionality as it is working in the new Home environment since it offers a lot of cool interaction possibilities. However, I am not able to switch to an artificial Hand Model with predefined animations using the provided information of: https://developer.oculus.com/documentation/unity/unity-multimodal/ and https://developer.oculus.com/documentation/unity/unity-capsense/What I get is a runtime tracked hand with poor visibility when grabbing the controller that basically works but due to the different tracking speeds looks wobbly and weird. How can I manage to switch to the pre-animated Hand model that sticks solid to the controller like in the native Home environment?I am pretty sure that it can´t be difficult.... Any help is much apprechiated! Thanks in advance Allan [Unity 2022.3.20f1][Meta All-In-One SDK v62]
I am trying to convert the MovementHighFidelity sample scene (Meta Movement v4.4.0 with Meta XR SDK v62.0.0) to support the full body tracking and rendering instead of just upper body.I adjusted the OVRBody and OVRCustomSkeleton scripts to use Full Body and used the 'Auto Map Bones' button on OVRCustomSkeleton to add the additional lower body bones. I enabled the lower body meshes in both the first person and mirrored avatars. When I run the sample on device, leg movement seems to be working but the feet of the high fidelity avatar are distorted as shown in the attached image.I understand there are some differences between the MovementHighFidelity (upper body only?) and MovementRetargeting (full body) scenes. Specifically the use of Movement Samples -> Body Tracking -> Animation Rigging Retargeting script. If I follow the walkthrough docs and add this script, the feet display properly.Questions:1) Why aren't the MovementHighFidelity sample docs more clear about having to mak
I'm getting this error spamming my Unity. After a restart it goes away for a while but always returns, making debugging impossible.It is present for Platform SDK 60.0 61.0 and 62.0trace:FileNotFoundException: Could not load file or assembly 'UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.OVRConfigurationTask.UpdateAndGetStateChanged (UnityEditor.BuildTargetGroup buildTargetGroup) (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Editor/OVRProjectSetup/Tasks/OVRConfigurationTask.cs:189)OVRConfigurationTaskUpdater.ProcessTask (OVRConfigurationTask task) (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Editor/OVRProjectSetup/Tasks/Processors/OVRConfigurationTaskUpdater.cs:59)OVRConfigurationTaskProcessor.Update () (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Editor/OVRProjectSetup/Tasks/Processors/OVRConfigurationTaskProcessor.cs:107)OVRConfigurationTaskProcessorQueue.Update () (at ./Library/PackageCache
Hello, Meta forums! My team is dealing with an issue regarding building to webGL with a Unity project that includes the Oculus Meta All-In-One package. Specifically, whenever we try to build to WebGL, we receive this error: Plugin 'InteractionSdk.dll' is used from several locations: Packages/com.meta.xr.sdk.interaction/Runtime/Plugins/Win64/InteractionSdk.dll would be copied to <PluginPath>/InteractionSdk.dll Packages/com.meta.xr.sdk.interaction/Runtime/Plugins/Win32/InteractionSdk.dll would be copied to <PluginPath>/InteractionSdk.dll Please fix plugin settings and try again. UnityEditor.Modules.DefaultPluginImporterExtension:CheckFileCollisions (string,string[]) UnityEditorInternal.PluginsHelper:CheckFileCollisions (UnityEditor.BuildTarget,string[]) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Plugins colliding with each other. We're not sure why this duplication is happening. We found that removing the dll file from the Win32 folder prev
Hi,I am developing an app with shared spatial anchors.When I call the OVRSpatialAnchor.ShareAsync method the resulting OperationResult is -1003.I could not find what this error code means. I would be grateful if someone can enlighten me.
Hey folks,Currently working on some MR stuff, I am playing a build of my latest content but noticing that after defining my room (Walls, windows, door) when I want to instantiate an object in game if I put it within close distance or just on a MR wall it gets culled if it extrudes through the wall. In effect half of an object is no longer visible once it escapes past the scanned/defined room walls. Anyone else seen this or know how to fix it?Thanks
Hi All, I was wondering if anyone has come across any similar issues with trying to integrate a tracked keyboard within their scenes. I am trying to connect the Logitech MX Mini Keys keyboard and have it appear in my scene. I am using a Meta Quest Pro and Unity 2022.3.19f1. I have installed the Meta XR All in One SDK. I have followed the steps outlined here Integrate OVRTrackedKeyboard Prefab: Unity | Oculus Developers I have run into a few issues, and understand from Meta that passthrough hands are unavailable during debugging. My keyboard does not seem to appear but only sometimes as a black rectangle that cannot be moved and I keep getting the following warning symbols "local dimming feature is not supported""d3d11: Creating a default shader resource view with dxgi-fmt=98 for a texture that uses dxgi-fmt=99""[OVRPlugin] XR_PASSTHROUGH_LAYER_PURPOSE_TRACKED_KEYBOARD_HANDS_FB is not yet supported on windows (arvr\projects\integrations\OVRPlugin\Src\Util\
Hi,I am making a game for the quest with Unity and for a trial I have a microphone with a button that you have to press and say a specific phrase. For that I am using the Voice SDK but I have a problem, it works in the editor but not once I compile and install the apk, I have the microphone permission so that is not the issue.My GameObject that acts as a button is this:Microphone Button And the Microfono script is like this: private void OnTriggerEnter(Collider other) { if (other.tag == "dedo" && !triggerActivated) { triggerActivated = true; appVoice.Activate(GetRequestEvents()); } } // Set the events for the Voice private VoiceServiceRequestEvents GetRequestEvents() { VoiceServiceRequestEvents events = new VoiceServiceRequestEvents(); events.OnInit.AddListener(OnInit); events.OnComplete.AddListener(OnComplete); return events; } // What happens when the button is pressed public void OnInit(VoiceServiceRequest request)
Hello Friends, I have created a game in Unity for VR which is a completely 3D game. and Put one Button Which is to Install an Other APK file from the server. when the download is complete it will show an Android install app Panel and an app is completely install in my device also. but when i hit a open button it show like 2d panel and after 2-3 Seconds the app will be closed again i hit the open button at second time it will completely run so what is problem to open in first time please help me
I generated my apk in Unity using version 2022.3.16f1, and everything was fine.I installed my apk using MQDH with my Quest Pro connected with the official cable with C port, and everything was fine.Add some new elements to my scene in Unity and generate the apk again to proceed with the installation on my Quest Pro. In the MQDH I get a message saying that the installation was completed. However, it does not appear listed in the apps section within MQDH. It also doesn't appear available within Quest Pro.I deleted the elements that I had added in my scene to generate a new version of the apk and it is not functional for me either.Could you please help me and tell me what the problem is and how I can solve it? I was reading some Reddit posts that say that the installation can be resolved by command but I don't know how to do that. I was looking for the files in the viewer to directly delete them locally. Something I noticed is that the Quest Pro do not appear to manually explore the
Here I have developed a car simulator that can be played with logitechG29 in unity How can I run car simulator with Logitech in Oculus Quest2..In which format I need build the simulator in .APK or .EXE
Im trying to get all the bundles from the store to check the dlc im trying to buy, but when I call the Platform.AssetFile.GetList (as it says in the documentation: https://developer.oculus.com/documentation/unity/ps-iap/#integrate) I only receive all my bundles assosiated with the app but not the dlc files.I got the check up permissions and the dlcs are published, also those dlc files are listed on the extension files page in the dashboard, so I dont know why Im not receiving those files.
Hello, we are developing a cross-platform project for a Meta Quest 3 and a Windows platform. We are considering using the Meta Avatar SDK. Is this possible?
When I was using the OVRSceneManager, I was unable to use spatial data. Looking at the log, I found this error:SP:AP:AnchorPersistenceRuntimeIpcServer: RPC not allowed for queryAvailableAnchorsSMV2 due to AnchorResultCode::ERROR_SPS_ACCESS_DENIED(-11001) for package name com.yyr.yyrtestThe Settings of the scene are configured by following this link:https://developer.oculus.com/documentation/unity/unity-scene-gs/What should I do about it?
Hello everyone, I am currently developing a hand tracking MR game. One part of it involves creating a debuff effect, is let the hand left/right controls are switched. I tried setting the left/right hand scale z -1 to achieve mirror symmetry, but the motion is not always realistic or correct in some rotations. Any idea or solutions, thanks.
I’m reporting a bug for the OVROverlay component.The bug causes the display to black/static color flash for what feels like a single frame depending on the state of the overlays in the scene. Happening on Quest 2, Quest Pro, and Quest 3 (worst looking on quest 2 & Pro).Steps to reproduce the bug:There is only 1 OVROverlay in the scene with “Enable Depth Buffer Testing” checked onInstantiate a 2nd OVROverlay into the scene with “Enable Depth Buffer Testing” also checked on.What happens:In the exact moment when the 2nd Overlay is instantiated, the display briefly shows a black/static flash for what feels like a single frame, although sometimes it looks like the visual artifact isn’t taking up the entire display, only a portion of it. This is the exact bug only happens going from 1 to 2 overlays with “Enable Depth Buffer Testing” turned on. Going from 2 to 1 overlays, going from 2-3, or any other combination does not produce this visual artifact. Its only 1 to 2 overlays with Dep
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Hello team,My app is crashing while downloading large video file (like. 2 Gb) using UnityWebRequest and store into cache storage.I am using this method for downloading.https://docs.unity3d.com/Manual/UnityWebRequest-CreatingDownloadHandlers.html Unity version: 2020.3.35f1Oculus XR Plugin version : 1.12.1Let me know the answers for this crash problem.Thank you in advance.
Hello Everyone, I am currently trying to work with shared spatial anchors, and what i wanted to do is basically understand, when i save a spatial anchor by saving it's Uuid, what information am i actually storing? If i were to provide another device with that same Uuid, what would happen? Would it be able to restore the anchor to its position in the real world? And if not, would there be any data i can share to make that happen? All in all, my objective is to save the position of an anchor (locally if possible) on one device, then restore it on another device when it installs the app (provided the scene is the same OR the scene anchor it creates is similar (not sure that's an option). Thanks in advance to any repliers!
Does anyone know how to create a liquid particle wherein it's inside the bottle when the bottle is shattered onto the ground, the liquid particle will flow into the ground as well. Thank you in advance!
Hi. Is there anyone have any idea how to create a breaking glass using meta sdk? I'm developing a new project at the moment and I don't have any idea what am I doing.
Hi, i am starting with dev with Quest and Unity and i am really confused about what SDK to use. I found old SDK is deprecated and i should use Meta XR All-in-One SDK (from https://developer.oculus.com/documentation/unity/unity-gs-overview/). When i will try some samples, my controllers are rotated wrong and there are only few docs. Mostly API doc, but small or none info about practical usage and implementation. This tutorial from Unity is using even other SDK XR interaction something https://learn.unity.com/tutorial/vr-project-setup Every unity tutorial on youtube, udemy is for OpenXR 😦 Should i go with OpenXR?I only want to dev for Quest device. I dont know where to start and with what. Can someone point me in correct direction (maybe with resources?) Thank you
So I've been testing spatial anchors for a few days and I wanted to make a post to share my progress with the community. There is a little "tutorial" in the end of the post for those who wants to implement the Sharing Spatial Anchor feature.So far I've seen some issues and wanted to ask you everyone if you think Spatial Anchors are ready to use for bussiness purposes. We wanted to create a AR space with multiple users conected in a local network, but when I configure the spatial anchor it sometimes get a little displacement (4~5 cm) and that can lead to displacement virtual objects in the room. I thought about making multiple spatial anchors and getting some kind of average center point to solve the displacement issue.The second problem is that sharing this spatial anchors to other users (with the new sharing feature) seems to make another little displacement in other users. So... Am I missing something? Maybe I need to walk around the real room so the oculus quest 2 get all the "track
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