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Hello, I am using Meta Movement SDK on Unity FullBody tracking with ReadyPlayerMe Avatars. the avatars somehow comes with a hole in the back....I checked the Skeleton and the Avatar (Unity Humanoid) but both have same Problems. I have also tried editing the avatar and skeleton and still the same results. I am setting the Avatar for Full body tracking using, "OVRUnityHumanoidSkeletonRetargeter" and "OVRBody"(As the setup is available using the SDK from menu... Setup Character with Body tracking > Format: Unity Humanoid). Please help me find the solution to this. the attached screen shots can help you understand the problem. Hopefully, Someone can help.
I am creating an application for quest 3 using unity. I want to implement a custom swipe up hand gesture which will toggle a curved UI canvas using the setActive property. Basically, if I swipe up the menu appears and if I swipe up again the menu disappears. I couldn't find alot of documentation regarding swipe gestures only custom hand poses. So I tried to copy the objects used to create swipe gesture in the sample scene of the integration sdk but changed the orientation(transform recognition) so that it might work for a swipe up gesture but no luck. Hope someone could help guide me in how I could implement this feature in my application.
I'm developing a virtual reality application (using the XR Interaction Toolkit in Unity) for use in a research study, and am having an unusual tracking issue. The application involves a 30-foot by 30-foot virtual room, and the user walks around this room during the study. Every several minutes, however, the virtual room suddenly “jumps” to a new location, such that the user is suddenly in a different part of the room or is outside the room entirely.This is not coming from a boundary tracking issue. I know this because when the room jumps to a new location, the boundaries stay exactly where they originally were relative to the physical room where the study is being conducted. I also know that the headsets are not picking up on an old set of boundaries that was previously drawn in the same physical space, because idiosyncrasies of the boundaries we drew just a few minutes before—such as the shapes of the corners of the boundaries—are still exactly the same after the virtual room jumps to
Hi. Can somebody help me? I want to change my scene from scene 1 to scene 2. I'm using Meta Quest 2 and I'm using Meta SDK Ray Interaction. Can somebody show me a step by step process on how to do it. Thank you
The Bluetooth mouse was working correctly before Oculus v62 update but now whenever I move the mouse Unity receives it as an arrow key like this: if (Input.GetKeyDown(KeyCode.LeftArrow)) { // This shouldn't be triggered by mouse } Also sometimes I get this warning from InputMethodManager Warn InputMethodManager Unable to send input event to IME: com.oculus.vrshell/com.oculus.panelapp.keyboardv2.KeyboardInputMethodService dropping: KeyEvent { action=ACTION_DOWN, keyCode=KEYCODE_DPAD_LEFT, scanCode=0, metaState=META_NUM_LOCK_ON, flags=0x400, repeatCount=0, eventTime=107623773, downTime=107623773, deviceId=-1, source=0x101, displayId=-1 } Looks like it's trying to send mouse movement as a D-Pad button.Has anyone else experienced this?
When uploading our Unity project to AppLab we get the following warning: "This app contains both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) libraries. This consumes extra storage and increases download times. Consider updating your build to target 64-bit only".Unity is including some unwanted 32-bit libs by default, despite our app targeting only ARM64.These are very small libraries, so it's not an issue. My question is about the VRC Packaging-6 (https://developer.oculus.com/resources/vrc-quest-packaging-6/). Is there a risk of failing the VRC is if we submit our apk with those 32-bit libraries?These are the libraries:
In the TouchGrab sample scene I can pick up the chesspiece with one hand and then drop it into my other hand. I copied this chesspiece to the HandGrab sample scene, to get a combined test scene, but now it falls straight through the hand. I tried to compare the two OVRHands objects and their children in the OvrCameraRig, but I can't see differences.Can anyone tell me what makes the catching possible? Thanks
Is there a way to disable the ovrManager and ovrAvatar 2 logs ? (other than comment line in script)it's difficult to debug with hundreds logs comming from them..
Hi everyone, I have a bluetooth mouse connected to my Meta Quest 3 and want to use it in my Mixed Reality Unity project. Even though the mouse is connected to the headset, it's not registering the mouse or showing the cursor in my unity project. What do I need to do for unity to register the mouse? I'm using the Mixed Reality Template from Unity. I'm quite new to this and unfortunately haven't found any tutorials on this.
I have 2 UI OVROverlayCanvas's in my scene. One is a monitor on the wall and the other is a menu that floats at the start. The monitor UI always appears over the top of the UI menu that is in front of it. I rebuilt it and it work for a minute. I made a prefab and now its doing it again. How can I sort as layers so the menu always appears over the top of the monitor? I have tried canvas sorting order and that does nothing. It has to do with the OVROverlayCanvas. It also only does this when on the device. It doesn't do it in the editor when testing.
I am trying to change the controller mapping for Teleport using Meta Interaction SDK Locomotion. I can see its set in Joystick Axis 2D Active State in the Selector and TeleportActiveState. But I would like to use buttons 2 and 4 to trigger Teleport. I used OVRButtonActiveState instead of the Axis2DActiveState scripts. But the Arc don't render. Has someone been able to change the teleport button to something else? Having it in the joystick creates a lot of undesired teleport actions and users are complaining a lot about it.
Hello! I did all the step of Unity SharedSpaces Sample except the Oculus Application Configuration.But when I'm install to my Quest 2 and open the app then notthing happen, just a blank space like thisCan anyone help me please ? Thank you so much
I'm trying to research a rather unique problem. I wanted to know if I can open an apk (application) inside an already running apk/application on the Meta Quest 2/3. So far, I've found a few links about opening an app from another app (deep-linking and this github, but I wanted to know if launching an app inside an app is possible on the Quest. The apks/applications are made in Unity C#. One question on the Android StackOverflow mentions a similar problem, and the responder says it's not possible due to how Android and it's sandbox environment is made. I'd greatly appreciate resources or if you could point me to the right direction.I tried the GitHub, and more about launching an app from another app through Deep-Linking. After some hardships, I'm able to get that to work although I want to launch an app inside an already running app. Not sure if that is possible (don't have a lot of native Android development experience!). Thank you!
Currently 2020.3 recognises Quest 3 as Quest Pro. Is there a way to fix this? Cheers
Hi, the Oculus XR Plugin latest version should be 4.2 (released in January), but in Unity registry I see only version 4.1.2 and no updateI'm missing something or simply it is still not published on registry?
Hello,In order to create a shared space, you need to add OVRSpaceUsers using their "Meta Quest IDs".But where can you find these IDs?
I need to update the transform of meta avatar Joint Right Hand Wrist based on another game object instead of automatically update. I played with wrist offset to make both transforms identical but its not working as expected.How can I update the transform of wrist as same as a particular object?
I am trying to make an experience, where only the head of a Meta Avatar is displayed.I have changed the Manifestation Flag, to only be head in Creation Info, with a Third Person Active View. I have toggled Active Manifestation to be Everything and tried it with Head only, without any success.Could anybody please advise me on what I might be doing wrong, or if this is even possible at the moment? I could envisage it being a later feature.Thank you
HiFor the purpose of a research project, I am trying to use the META Avatar SDK to represent participants in VR and change the different active manifestations. I would like to get sometimes only the head, sometimes head and hands, etc.I am aware that the documentation says it;s currently not available, but did anyone try to find a way ? Alternatively, I was thinking creating a transparent object that would render above the avatar, like an invisible cape, to hide specific parts of the body, I tried with shaders, cameras, but I haven't managed yet. Anyone would know how to do such a thing ?Best regards,Anthony.
So i want to start a experience on multiple Quest 3 devices running an app at the sametime. I dont need a multiplayer setup, but just to check on the computer if al Quests 3 are connected to the PC, and to run a function from the PC to all the Quests at the same time. Do you know any tool that would help me solve this? I count with wireless connection, i dont know if it is better to go bluetooth or wifi.
Hi all,I am trying to finish my final year project in VR built in Unity and one of my scenes is not loading when clicking on the button menu (Start).This scene is loaded with different assets and in fact, is the only one that would not open and let my app crash.I have tried to remove a few assets but unfortunately, I am still experiencing the same issue.Any thoughts or suggestions? I really can't remove more assets from the scene as it would match the design I wanted to recreate. metasupportcase MetaStoreHelp https://youtu.be/HKHHjwHlRns
Hello, I'm developing an app using the meta xr interaction sdk, and I'm having some trouble making a gameobject move on a curve instead of a straight line on release with their snap interactions. In their docs, it says I can easily customize the movement with a movement provider but i can't seem to get it working. Would much appreciate it if anyone has done something similar and could point me in the right direction
I still need to find my way through all the SDKs proposed by Meta. I'm a little bit confused about the one to pick... from what I can see the Interaction SDK is enough to create a VR experience, without the need to install the All-In-One pack... but I have a couple of questions: - Core XR SDK: the name sounds like something that MUST be included. In my project I haven't included it but I can compile and run my app without any issue. Is this just a misleading name? - Audio XR SDK: could I use the default Unity system or should I use this SDK? what's your take? - Interaction SDK: Am I correct saying that this is the only SDK I need to have a VR App (...capable to manage handtracking and controllers) ? In general I feel that for my App I don't need all the stuff included in the All-In-One. Big_Flex could you help with this question 🙂 ?
Hi there,I currently have XR Core Utilities, XR Legacy Input Helpers, XR Plugin Management, Oculus XR Plugin, Open XR plugin, and HURRICANE VR assets in a 2023.2 project Unity.I'm noticing I am unable to get any response from trackpad, thumbrest inputs, have tried in build also, just wondering if anyone has a solution or can confirm they actually work in Unity? Thanks!
Hi, We are developing a local multiplayer Mixed Reality game with the following criteria/features. - All players have passthrough and can see each other.- GameObjects in the scene are NetworkObjects and are usable by all players.- NetworkedPlayers's location must match their real life position. Here are the 2 main issues we are having: We want players to be located correctly, the virtual avatar and hands of NetworkedPlayers also need to match their real life counterparts.So if I see my friend in front of me I want the virtual assets (head and hands) to match his head and hands. I see that many games have this featurebut I found no documentation on how to actually achieve this. The second issue is Shared Spatial Anchors. We don't have a company yet and are (as far as I can tell) unable to use some of the features, one of these is theability to just disable passthrough AND make it work on the app store. We prototyped all other parts of the game already
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