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Hello,I'm developing VR pc app using Unity.Ever sinece I updated my oculus pc app, whenever I call "XRGeneralSettings.Instance.Manager.InitializeLoader()", oculus pc app is turned off.Because of this, I have to reconnect Quest link again whenever I call xr initialization.Does this happen to anyone else? if you know the solution, please let me know. I'm struggling so much.
So I've been seeing this issue in my Oculus Quest app where, upon returning to the main menu from a level, the screen freezes and the image follows your face around - I'm not sure if there's a name for this but I feel there should be, since I've seen it happen many times and I'm sure others have too. At first I thought it was because the OVRManager component of my OVRCameraRig was getting destroyed/disappearing, but I made sure it didn't disappear and it's still happening. Then, I thought it was because the OVRManager was getting disabled, so I made sure it's always enabled and the same thing happens. I do know that the object that is the parent of the OVRCameraRig, which we have called the Overlord, has clones that are created and then instantly destroyed - it seemed like this may be causing the issue but I'm not sure. Has anyone seen this behavior before, and does anyone know what causes it? I'm using Unity version 2019.3.15f1, Oculus Utilities version 1.51.0, OVRPlugin version 1.51.
I'm developing a PCVR app in Unity 2021 using the VR Interaction Framework in OpenXR. (Unity version)Every time I change code or open the project I get the Enable OculusXR Feature notice to support Oculus Utilities. But as soon as I enable this, I get errors and can't make a build. Unity stops loading external DLL's as soon as you enable this on windows 11.As I'm not targetting Quest 2 (atm) and eveything works fine using OpenXR and I don't want to use Oculus exclusively (as it doesn't work on HTC, pico etc), I don't want to use this option, but can't get rid of this notice. Where can I disable this???Or does anybody have another solution?
Hey,We have recently started a new Quest project using Unity 2022.3.1 and Oculus Integration 54.1, but the controllers aren't tracking in builds. They track perfectly fine in the OS menus and in other apps both previously made by us and not, but in any new projects we make they just stay on the ground. Weirdly the buttons animate in response to input as expected, just connected to motionless controller models.To make sure none of our stuff was interfering with it, we created a new project following the project setup described in the Oculus documentation here, then added the provided OVRControllerPrefab as a child of both Hand Anchors but still had the same issue.Does anyone have any idea why this is happening? Thanks!
Hello Oculus Forum Community,I hope this message finds you well. I am currently facing an issue in Unity while trying to add the Meta XR SDK Core package. I am receiving the following error:"[Package Manager Window] Cannot perform upm operation: Unable to add package [https://download.packages.unity.com/com.meta.xr.sdk.core/-/com.meta.xr.sdk.core-59.0.0.tgz]: Package name 'https://download.packages.unity.com/com.meta.xr.sdk.core/-/com.meta.xr.sdk.core-59.0.0.tgz' is invalid. [InvalidParameter]. UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()"I have attempted to resolve this on my own, but without success. Has anyone else encountered a similar issue or can provide guidance on how to resolve this error? Your insights and assistance would be greatly appreciated.Thank you in advance for your time and help.Best regards,Kuldip Kabariya
Brand new computer, Latest version of Unity. Just downloaded the Meta All in one and got errors out of the gate. lol. Already frustrated and I haven't even started. Anyways. Here are the 2 errors. I've done all the recommended updates when you click on oculus icon. etc. error CS0115: 'OVRSkeletonMapping.GetRoot()': no suitable method found to override error CS0115: 'OVRSkeletonMapping.GetJointMapping()': no suitable method found to override Any ideas guys? I'd like to actually get started making something.
Hi, I am trying to implement in app purchases in a quest 2 game. I created a test account and that i use for the oculus settings in the editor and for my quest. After initialising and calling the entitlement check method nothing happens. The OnComplete Method from the entitlement method is never called. i get no errors in the editor and on the quest i get an "Invalid OAuth 2.0 Access Token" Error.
My app use Meta SDK but i want to port this app to use in PCVR . How i understand i need to use OpenXR for it. Have anyone experience like this? How hard is it to port Meta SDK app to PCVR? Do i need to have two separated applications or i can have in code both OpenXR and Meta SDK?
I’ve entered a game I’m developing for Quest into a game festival. I need to be able to enable festival jurors to install and run my game. Adding Meta usernames or email addresses to the alpha channel would make that possible, of course, but no festival is likely to share personal details of their jurors. So how can I grant access without that? Is there any other way I can enable somebody to sideload my apk without entitlements failing?
AVOID version 62!If you download from the Unity asset store, you get a different mix of version 60/62/5x than if you download from Meta.The OVRCamera is only available IF you load the samples. And then you have to copy it manually from Library/com.meta...../something into Projects.The SAMPLES install with a TILDE (~) (Installs as "Samples~") in the file name, and in Library, they do get installed into the Project folder. I had to manually copy the directory, and remove the tilde in order for them to be seen in the Project folder, so I could select the prefabs I needed. Is OVRCamera deprecated?The OVRManager is also not installed into Projects, it is in Library/com.meta....something. Still working to get that into Projects.The Unity asset store has version 60, if you download the tarballs from Meta, most are version 62. I tried both. They each have odd missing files, that are put in to Library and not Projects.The Assets->Voice SDK->Add App Dictation Experience to Scene, kind of w
i am using oculus distance hand grabbing in unity but not working even when i am trying oculus distance grabbing example scene it was crashing any suggestion for distance hand grabbing.
I want to use hand interactions for my application to pick up a ball. I have tried the Interaction SDK samples HandTracking scene and that works fine. I can pick up all the object with either my right hand or my left hand.So I copied that scene to build my own. I replaced the smallPinch object (the key) with a small ball and adjusted the handpose around it so that you grab it with your whole hand.When I test it, it works fine for my left hand, but it does not work for my right hand. And strangely enough the other objects (the thorch and the cup) also only work for my left hand. And I did not change anything on them nor in the rest of the scene. The only change is the interactable. How is this possible?Big_Flex I saw in another post that you're working on the interaction SDK, Hope you don't mind me tagging you in this.Thanks!
I'm trying to figure out how to trigger haptics on a button press. My main issue right now is I don't know how to find out which hand is the one that has poked the button, and only trigger the haptic feedback of that specific hand. I'm working with the new Meta SDK in Unity. Any suggestion would be appreciated!
[Package Manager Window] Error while getting token info: Server response is "Aborted Request" [Code 299]Meta SDKs v60 & v62Unity 2022.3.15f1 and 2022.3.20f1
First, I'm working on theAsset/Oculus/Interaction/Samples/Snapes/Tools/HandGrabPoseTool sceneI've already recorded hand poses on the cup and these work well when I actually using hand trackingBut what I want is to work with the pose I recorded even when I grab using the controllerSo I added OVRControllerHands, HandGrabInteractor was also added to the BestHoverInteractor Group component.Nevertheless, when I grab using the controller, it still doesn't grab according to the recorded pose.(This is what OVRHands looks like in advance)(And this is what the recorded pose doesn't look like when I use OVRControllerHands)
Has anybody had success using Spatial Anchors in Meta XR Simulator? I'm getting some errors when trying to save an anchor locally. I don't know if it's just that there is no support so far.The errors:[OVRPlugin] [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrSaveSpaceListFB(m_xrSession, &saveInfo, (XrAsyncRequestIdFB*)requestId), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:12384 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)[OVRSpatialAnchor] OVRPlugin.SaveSpaceList failed with error Failure_OperationFailed. Thanks in advance!
I need to separate Submit/Action button and Hide button on virtual keyboard. But onSubmit called on both buttons press. Is it has ability to understand what key pressed ?
Good Afternoon.I'm trying to import starter samples to a project but this error appears in a few files :'OVRLocatable' does not contain a definition for 'SetEnabledSafeAsync' and no accessible extension method 'SetEnabledSafeAsync' accepting a first argument of type 'OVRLocatable' could be found (are you missing a using directive or an assembly reference?) Does someone encounter the same issue ?
Then Meta XR Core SDK is now at v62. But the Meta XR All-In-One SDK is still at v60.When does the Meta XR All-In-One SDK get updated?
I've been using the oculus interaction SDK for a while and I've run across a lot of performance issues. We now have our own custom interactors built to solve most of the performance issues, but a lot of them can't be solved without replacing large parts of the interaction SDK. A lot of them can only be solved with reflection (if we want to still depend on the oculus interaction SDK)1) ProcessCandidate is slow for pretty much every type of interactor. The cause is due to InteractableRegistry (more specifically InteractableSet) looping through every registered interactable in the scene during the List method. We managed to partially solve it by making a custom derived class from InteractableRegistry and using reflection to modify the _data property of InteractableSet to a much smaller list of only the colliding interactables. However, the Include method still adds a lot of overhead, especially because all the InteractorFilters and InteractableFilters lists are looped using foreach(
OVRManger and other components write a lot of debug logs that can get in the way of debugging other features. Would love to have to option to disable them completely or even on a more granular level.Example: starting the app creates ~20 logs, and the constant focus and tracking events make developing frustrating at times, especially if you're putting on your headset often or using hand tracking. Not mentioning trying to get device logs.
I am trying to get the Quick Invites to work on Quest 2. I have got the invite popup to work and can send invites that way. But with the function GroupPresence.SendInvites(..) (BTW there is no SendDirectInvite function in latest SDK), it removes those users from the pop up invite list, but it doesn't appear to send any invites. No notifications appear for the other user. Why I'm trying to get this to work, is that I want to send a send an invite from my game running in my Unity Editor as a test user to my headset. So that I can test the invite functionality. Obviously the invite popup is not going to work in the editor. I have a feeling that notifications only get sent after you upload the app to the oculus developer centre then re-download it which would be annoying.
Hi. I want to put my Unity game on Oculus Release Channel to generate some keys and give them to alpha-testers.But I can't validate my apk. I've got following errors:Необходимо настроить исключение из недавнего (android:excludeFromRecents в AndroidManifest.xml).APK main activity intent filter set to android.intent.category.LAUNCHER, but must be android.intent.category.INFO. Your app must only appear in Oculus Home. It must not appear in the phone’s launcher.APK main activity intent filter set to android.intent.category.LEANBACK_LAUNCHER, but must be android.intent.category.INFO. Your app must only appear in Oculus Home. It must not appear in the phone’s launcher.I've already generated .jks keystore file in Android Studio and put a link to it in Players Settings. On my device, through sideloading, the game is working.
I am trying to create a mixed reality game and in order to make my environment and scene, I would like to hide some virtual elements behind the passthrough layer and only reveal them after an event happens. Kind of like how the passthrough windows work in Ocean Rift MR where the window into the virtual ocean world is show when a window is drawn by the player. Currently, I can only find information about either overlaying all my virtual object onto the passthrough which is default or the reverse. But there seems to be no easy way have some elements in front and some behind at the same time.
Quest - Unity - Video Player I want to play video stored locally in Quest 3 (file "video.mp4" in the Movies folder). Do I have to write a script or simply fill the URL in the Video Player? Which address should I write? (file: etc...)Thanks!
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