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Hi I want to do a scene capture request before the game starts such that it have certain objects. For some objects I'm facing flickering issue. In MRUK Toolkit doc "https://developer.oculus.com/documentation/unity/unity-mr-utility-kit-overview/" this statement "NOTE: You do NOT need OVRSceneManager in your scene, MRUK serves as a replacement for it. In v60 there is an issue that can cause your camera to flicker back and forth when both are used together." . But if i need to capture the scene then i must use thise OVRSceneManager component and it creates OVRSceneAnchors with it . this is the code which i'm using to capture the scene " OVRSceneManager ovrSceneManager = FindObjectOfType<OVRSceneManager>(); List<string> ovrSemanticLabels = new List<string>(); ovrSemanticLabels.Add(OVRSceneManager.Classification.Table); ovrSemanticLabels.Add(OVRSceneManager.Classification.Floor); ovrSemanticLabels.Add(OVRSceneManager.Classification.DoorFrame); ovrSceneManager.RequestSceneC
Has anybody gotten Meta Avatars working in Unity? For me it seems to be largely not working. The SDK documentation mentions creating an app ID but doesn't say anything about what to do with it; once I figured out where to enter it, and created a new project using 2020.3 (as 2021.x seems not to be supported yet?), I made limited progress, but still can't get it working correctly. After installing the SDK I opened the MirrorScene scene and ran it on my Quest 2. My POV was in the center of the 1st person avatar's torso; neither the 1st person nor the 3rd person torso follow head or controller motion (they're both frozen in default pose) so when I turn my head I see my arms floating beside my head; and, after correctly entering my app ID, both avatars have the correct skin tone for the arms and the correct shirt for my avatar, but no head or lower body; I can move around (and the static 1st person avatar moves with me), but cannot rotate (using either thumbstick). The NetworkLoop
I have tried searching and investigating a lot about this issue,as far as i know is not unity settings related, my teammate is using the same setup as me,he is using the same project synced using GIT, and when he plays in the editor his hand tracking works,and their hands are visible, but mine doesnt work,im so exhausted of looking for solutions, i dont even know what to do i have tried the beta test channel in the oculus settings and other oculus headsets, i have tried quest 2, quest 3 and quest pro, and it doesnt work on my pc, can someone give me any idea on where to start looking to fix this issue? is someone with the same problem as me?im not using OpenXR, just the Meta All in one SDK, and the building blocks, using link with cableAll, and even tried the public test channel also, also i have developer mode on the headset Using the building blocks in scene, dropped Camera rig, and hand tracking, made sure hands are well setup with left and right enuns, in the oculus sett
Hi there,I'm trying to enhance my passthrough app to be room aware, but having issues setting up the colliders. So far I've used Building Blocks with Meta API v60 and Unity 2023.2 and everything else is working fine - room scanning, seeing the walls with materials applied etc.The issue is the walls don't provide collisions for particles or rigidbodies, no matter whether i add Box Colliders or Mesh Colliders (convex/otherwise) - is there a recommended setup or any way to debug? This tutorial is great but the collider steps don't work for me https://www.youtube.com/watch?v=b_1Xby35fSoHere's the heirarchy, so far I've been focused on adding colliders to 'PlaneMesh' and 'Volume>Parent>Mesh' but any ideas welcome
I've been attempting to build an app that allows people to watch a stream of what I'm seeing. Everything is good until I stream with passthrough, it ends up being all black. I've been attempting to fix this for a couple days and just can't get it working. Is this something that's just not possible? I'm working with Unity and the passthrough works on the headset but when watching the stream it's just black. When I switch to VR it does work but the second passthrough is enabled, no dice.
Hey Community would like some tips on how to perform controller movement swimming with the use of velocity. I have seen the a tutorial using script but it’s not working when using the Meta XR SDK. Is there any other way possible that’s easier since it’s the last thing I need to do before submitting this project yours in digital
Hi,I am currently working with the Oculus XR Plugin in Unity and I have noticed that the plugin does not support DX 12 at the moment. Is there a plan to support DX12 in the near future? Thank you!
Hello,I set up the OVRVirtualKeyboard according to the documentation, but it just keeps spawning far away in a fixed location regardless of the Near/Far setting or where I am when I call ShowKeyboard().Is there something I can do to make it not broken?Also I see this error all over the place:2024/03/14 22:51:26.823 2718 2740 Error Unity at UnityEngine.TouchScreenKeyboard.Open (System.String text, UnityEngine.TouchScreenKeyboardType keyboardType, System.Boolean autocorrection, System.Boolean multiline, System.Boolean secure, System.Boolean alert, System.String textPlaceholder, System.Int32 characterLimit) [0x00000] in <00000000000000000000000000000000>:02024/03/14 22:51:26.837 2718 2740 Error Unity at UnityEngine.TouchScreenKeyboard..ctor (System.String text, UnityEngine.TouchScreenKeyboardType keyboardType, System.Boolean autocorrection, System.Boolean multiline, System.Boolean secure, System.Boolean alert, System.String textPlaceholder, System.Int32 characterLimit) [0
Engine: Unity 2022.3.18f1Meta Avatar SDK: 24.1.1Other Meta XR SDKs: 60.0.0Hardware where we've encountered this issue:In Unity editor, when connected via Link to Quest 2 and 3. On Quest 2 and 3. OS Version SQ3A.220605.009.A1 While loading avatars, we intermittently receive this error:ERROR: [ovrAvatar2 entity] Could not map primitive 0 to the entity pose. Joint 0 RootNode not foundOculus.Avatar2.OvrAvatarEntity:BuildPrimitiveRenderable(UInt32)Oculus.Avatar2.<BuildNewPrimitiveRenderablesASync>d__265:MoveNext()Oculus.Avatar2.<LoadASync_BuildPrimitives_Internal>d__273:MoveNext()Oculus.Avatar2.OvrAvatarEntity:LoadSync_BuildPrimitives_Internal(CheckPrimitivesResult&)Oculus.Avatar2.<LoadAsyncCoroutine_BuildPrimitives_Internal>d__269:MoveNext()Oculus.Avatar2.<LoadAsync_BuildPrimitives>d__256:MoveNext()Oculus.Avatar2.<LoadAsync_BuildSkeletonAndPrimitives>d__255:MoveNext()Oculus.Avatar2.OvrTime:CutSlice(Int32&, Int32&)Oculus.Avatar2.OvrTime:Ru
Hello everyone.Does anyone know if/when we will have HDR (bloom, additive, ...) with passthrough ?I'm currently working on an AR app but the lack of HDR makes VFX really underwhelming.Yoirgl
Hello everyone. I'm trying to use the new meta avatars in multiplayer but I struggle with implementation. I tried with Photon Pun 2 and the sample scene "network loopback" but I'm unable to achieve proper networking. Has anyone achieved multiplayer with the new avatar sdk or know a documentation or tutorial I can use to make it work?Thanks a lot.
When I Build and Run the app in my VR Device, it shows the FPS of 72 but whenever the Avatar is loaded and spawned the FPS Drops to around 40. I have tested the app and established that whenever the Avatar is rendered by the camera, the FPS drops. Do let me know if someone is facing the same issue and has any solution for it.P.S I downloaded the FPS script from the trusted source and there's nothing wrong with it.
So I am a learning game designer and wanted to learn a bit about VR development, I was following the Gorillazilla tutorial and the features like grabbable items and throwable items are deprecated while the, new blocks which are distance grab, grab interaction which are experimental aren't giving any controller interactions.When I went on the Meta Documentation, it was still the old documentation with the deprecated features which made it tougher to actually work with the building blocks. If anyone from the Meta Support Team is reading this please update the old documentation
I've seen this posted in a few other places, but so far they either haven't been solved or the solutions are not working for me. As the title suggests I'm trying to develop with Quest 2 with hand tracking in Unity and the hand tracking will not work over Link in the Unity Editor (I'm using tethered link FYI). I have developed for hand tracking in the past and everything worked fine, but recently set up a new project with the latest integration and after two days I still can't get the hand tracking to work. The hand tracking works in Android builds on the headset, but I am unable to get hand tracking working in the Editor. Is anyone else having this issue? Are there any new solutions? One solution I haven't been able to test is using older version of the Oculus Integration package, but I'm unaware of how to get older versions of it. Currently using:Unity 2022.2.18f1Oculus Integration v53.1 Thanks!
When a snap interactor snaps to a snap interactable "by hand", it doesn't get pushed by other objects until it unselects. However, when I try to do it through code, I can push it with other objects.This is how I select it with code: glassInteractable.AddSelectingInteractor(glassInteractor); glassInteractor.Select();In the Debug view in Unity, I can see that the Grabbable's Points list is empty. When I snap it by hand it has one element. Maybe it's relevant.Thanks for any help.
Hi. Is it possible to create a hand menu or palm hud using meta quest sdk? All I can see on the Internet are examples of hand menu using Unity XR Plugin. Please can someone help me? Thank you
When there are 2 players in a scene i can see myself in the other player as well as the movement how did you fix that. I am using mirror network and I am using meta avatars sdk
I have a game that I want to upload to applab called “ryeven” but upon uploading it I get an email back that states a problem I have previously fixed and tested numerous times and they still say there is a problem, please fix this.
Hello, I am currently trying out eye tracking on the MetaQuest Pro.I want to exclude data when my eyes are closed, so I thought of using the Confidence property of OVREyeGaze, but the value doesn't change at all.I thought it would vary depending on the progress of the tracking, is that not the case?I've added Debug.Log to OVREyeGaze.The value in the log remained constant.private void Update() { if (!OVRPlugin.GetEyeGazesState(OVRPlugin.Step.Render, -1, ref _currentEyeGazesState)) return; var eyeGaze = _currentEyeGazesState.EyeGazes[(int)Eye]; if (!eyeGaze.IsValid) return; Confidence = eyeGaze.Confidence; // ConfidenceLog Debug.Log($"Eye Tracking Confidence: {Confidence}"); if (Confidence < ConfidenceThreshold) return; //~~~~~ }
How to use this keyboard with ability to drag and drop it? Currently if i use TMP Input it show system keyboard and app lose focus. I want to use keybaord like in quest2 browser with ability to drag and drop it and click on app UI elements without hide keyboards. My goal make input field with suggestion box. Is it possible with standart keyboard?
Hey, I'm using SDK v. 60.So I implemented an UI for the use with the OVR Hand Poke Interactors. Also I set up Synthetic hands and Poke Limiters. Everything works great and feels great. But since there is a mechanic where the camera rig can be scaled (the whole tracking space gets scaled), I noticed that the poke limiting stopped working at higher scales.Currently the max size of my Rig can be 60, at this size you can see the finger stop briefly at the canvas position, but passes through there rather quickly, which makes pressing buttons very difficult. My guess is the distance travelled by the poke point is too large, when the tracking space is that big.It would be a great help, if someone could point me into the direction, where I can adjust this "overshoot" value.
Olá, sou estudante de doutorado e procuro parceria de desenvolvedor para fazer um ambiente virtual para uma pesquisa do departamento de ciência e tecnologia de alimentos na Universidade Federal de Viçosa.
I wonder is OVR Virtual Keyboard (https://developer.oculus.com/documentation/unity/VK-unity-overview/) has ability to change language? I can't find any settings for that.
This error shown when I download sample Meta MR Utility Kit 60.0.0.I tried to re-import the sample after I update Meta MR Utility Kit to version 62.0.0. The same error shown.Is there any way to debug it other than just delete this FurnitureResizer.cs file?Error Message:Assets\Samples\Meta MR Utility Kit\62.0.0\Virtual Home\scripts\Resizer\FurnitureResizer.cs(51,61): error CS0234: The type or namespace name 'InvSqrt2' does not exist in the namespace 'Utilities' (are you missing an assembly reference?)
Hello everyone,I get a DllNotFoundException: AudioPluginOculusSpatializer error when I press PLAY in unity.Edit>Project Settings>Audio>Spatializer Plugin already set OculusSpatializer.How can I solve this problem? Oculus integration : V42Unity : 2021.3.2f1
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