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Hello fellow developers,I'm using GPT to draft this post, so I apologize for any quirks in the phrasing.I'm currently developing a multiplayer game using Photon, and I've encountered a perplexing issue with the Meta Avatar system. When transitioning from the Main Menu to the Lobby, we have logic in place to instantiate the Meta Avatar for each player. However, during our team tests, we've observed inconsistent behavior:Some users have their Meta Avatar correctly instantiated and animated.Some users find their Meta Avatar stuck in a T-pose in the Lobby.Interestingly, users whose avatars are in the T-pose also experience issues with Photon Voice, making them inaudible to other players.Here's a brief overview of our setup:We're using the latest versions of both the Meta Avatar SDK and Photon.Photon handles all network synchronization, including avatar instantiation.The avatar animations and poses are meant to be synchronized across the network. Has anyone else faced similar challenge
Developing on the Quest with Unity. Everything worked fine using Air Link to connect to my PC to then test my game in the Unity Engine through its playmode. After the update when I enter playmode I get a blackscreen. Then headset drops back to its native operating system. I can press the Meta button on my VR controller and the pop up window will come up that says "Quest Link" which I can resume. It then connects me back to the PC Meta environment where there is also a pop up window that lets me resume my Unity test, once I close the main menu in the PC Meta environment. Then everything works as it should.
Has anyone else noticed or found a workaround for the huge overhead during FromOVRControllerDataSource.UpdateData? I was doing some profiling on a build and it seems it's entirely due to these `AssertUtils.Nicify` calls. If anyone knows how I might be able to strip out these expensive calls it would be greatly appreciated.
Hi!I'm having a little problem using the OneGrabTransformers from the Oculus SDK.I want to be able to move and rotate an object, but constrain it to y axis rotation only. As i understand, the OneGrabRotate Transformer component constrain the rotation on one axis (and stop the movement), and the OneGrabTranslate Transformer component constrain the movement on any axis you want (and stop rotation).The Grabbable component only accept one OneGrabTransformer on its "Optionals", i can't seem to make multiple OneGrabTransformer components work together.So, as I would like is my grabbed object to be able to move freely in any direction and rotate only on the y axis, how could i achieve that, do you have any examples ?Thanks a lot!
I've been trying to figure out how to replace the passthrough video ceiling with a VR scene like in the First Encounters demo or the Discover app on Github. I've tried working with the layers and copying the shaders from the Discover app, but haven't made any progress. Does anyone by chance know how to mask the passthrough video to reveal the VR scene underneath? I would be super grateful for any advice. Thanks!
DetailsUnity Version: Set-Up: Meta Integration: Meta XR All-in-One SDKUsing Oculus Quest 2Hello!I am not new to VR development but I am for some reason struggling to build this new app I am currently working on. I have three issues.1. I am trying to add a Menu/intro scene in my app but the Canvas I have created is not responsive. The UIHelpers are working on hit-target, but the buttons are not.E.g., a button that should bring you to the start scene does not work. I have checked and re-checked the script and all the steps of this tutorial that I used in the past for other projects, but I cannot understand why it isn't working.2. The Menu Scene is not showing when loading the build - I am automatically redirected to the main scene. It only works when I remove the Main scene from the list of the scenes to load. Any suggestions for this issue? 3. Grabbable props I am using are not showing in the scene.I am following the official Meta guideline to build this app, althoug
Hey guys. I'm having an issue of pulling the SceneModel (Room that I have Setup) from any of the scenes in the The World beyond that use the OVRSceneManager to load the SceneModel. I've been using TheWorldBeyond (https://github.com/oculus-samples/Unity-TheWorldBeyond) to try and get this running. I have also created several new projects on many different versions of Unity (2020.3.18f, 2021.3.18f & 2022) and tried the VirtualFurniture Scenes from the Oculus Integration SDK - receiving the exact same issue as below. I've tried default/different combinations of Build Settings, Package versions and Platform types (PC/Mac/Android) and still had no luck. I've attempted some of the solutions in this thread (https://communityforums.atmeta.com/t5/Unity-VR-Development/OVRSceneManager-can-t-query-scene/td-p/98...I tried this on Windows 11 and Windows 10 and got the same error message. Anchor support is set to Enabled as per the project default. No matter what I've tried, I
Hi all,I am trying to implement DLC download in Unity. These are my environment details: Unity: 2018.3.6f1, Oculus Integration 1.35.I am able to get the list of DLC files that I've uploaded and also able to download them. However, I am not sure how to get the progress of the download. The documentation suggests subscribing to notifications. https://developer.oculus.com/documentation/platform/latest/concepts/dg-dlc/Can anyone please share some sample code on how this can be done? I'll share what I have so far below.Core.AsyncInitialize().OnComplete((Message InitMsg) =>{ AssetFile.GetList().OnComplete((Message msg) => { if (msg.IsError) { Debug.LogError("Error fetching DLC List: " + msg.GetError().Message); } else { var assetList = msg.GetAssetDetailsList(); foreach (var item in assetList) { Debug.Log("AssetID: " + item.AssetId); Debug.Log("AssetType: " + item.Ass
We updated our sdks and since we done that, TryRecenter don't work. Is there's a new way to call recenter? Oculus XR Plugin 4.0.0 -> 4.1.2. We use same code, call tryRecenter at exact same palce but work on old plugin. And is there a reason you removed this? We need to be able to switch between theses.
Heyo I'm using SDK v60,in my scene I have a floor that consists out of multiple seperate tiles. Every tile has their own Ray Interactable component and I'm casting the ray from my hands. The cursors are correctly displaying on the surface, switching seamless between tiles.Now when I make the Pinch gesture, it locks the cursor and CollisionInfo to that specific selected interactable. That means everything stops updating when I leave the border of the selected interactable. I guess thats expected behaviour, but is not helpful when I'm trying to paint something for example and don't want to release the pinch every time, before switching to the next tile.I would like to implement a seamless switching between interactables, while keeping the pinch active. I tried Unselect(), without results. Maybe somenone here give me some pointers.
Hello, I have a problem in developing Oculus application with Unity.I want to reset player position when player hold oculus home button.I found that I can use OVRManager like below.private void Start() { OVRManager.display.RecenteredPose += ResetView; } private void ResetView() { // Reset tracker origin } But the problem is this code doesn't work while I use oculus link to connect with unity editor.There is a same functionality button at unity window but OVRManager.display.RecenteredPose event is not called when we use this button. I read some thread saying that application cannot reset device offset but if I adjust device origin to reset view, player cannot reset view by holding oculus home button since device origin will not be at correct position. If I can receive event when player press Reset view button, everything should be fine.Thank you.
I'm transitioning my project over to the new All-In-One SDK, and can't figure out how to add a pointer to the controller in order to click on canvas buttons. I can't find any UI Helpers of Laser Pointer prefabs. There's lots of documentation on hand gestures or scriptable controller stuff, although I'm just looking for a basic point and click feature. Does anybody know if the UI Helpers/Laser Pointer was changed, or I just have to manually script a pointer every time now? Thanks 🙂
I've created a fresh new Unity 2023.2.0f1 project, added the com.meta.xr.sdk.core package and its dependencies, built it for Android, and pushed it to my Quest 2. The app shows up in the Unknown Sources section, but does not launch when clicked. Looking at logcat, there are some messages from the system like "starting intent such and such" and then nothing. No errors, not a single message from Unity itself, and I'm not sure if the process is started at all. What am I missing?
I'm trying to setup a deeplink in order to promote one of our other games. The idea is that when players open one game, they'll see a promo for the other, click a button, and be taken to that game's store page.I've tried using the method here:https://developer.oculus.com/documentation/unity/ps-deep-linking/But all that happens is the screen flashes black for a second but doesn't leave the first game. Looking at the logs, it says the deeplink was successful, so I'm not sure why it isn't opening the store page.I've setup the intents for both apps so the VIEW, DEFAULT, and BROWSABLE have been added.I've also tried the method listed here:https://communityforums.atmeta.com/t5/Quest-Development/Linking-To-An-App-s-Store-Page-Review-Tab/m-p/841949Without any luck.Any info on how to get this working would be appreciated.
I have photon in my unity game for multiplayer and voice chat between players i also have a dashboard for people to communicate with our in game Ai with which you can talk with. I am using voice sdk to convert the speech to text the problem is that the voice sdk is not working with photon voice as there is no input going in after coming in scene. While investigating the problem i got to know that this problem is a known issue with photon and lipsync but i havent found any good method to apply the same for voice sdk
Hello everyone,We are currently realising a VR app in Unity for an exhibition in a museum (Meta Quest 3). In order to make the interaction as easy as possible for the visitors, we do not use navigation and only gaze-based interaction with a small set of interaction elements. The whole application has already been tested and even inexperienced users quickly get to grips with it.As no controllers and no hand tracking are used, users do not have the option of opening the menu. Now to my questions, I have seen that Oculus for Business is being discontinued, hence the question - is there any experience with a kiosk mode and is there any documentation on this? And the second question, can I start an app via a network interface and ADB using a hardware button, for example?Thank you very much
I have a project made in Unity 2019 which uses SteamVR toolkits for controls. I need to see how possible it is to upgrade and port this for use on a meta quest (built to it).Looking online, Unity needs to at least be in 2022 to use Oculus toolkits, so I've managed to upgrade the project to 2022 version.What I'm wondering is, how easy or possible do people think it will be to try and build this to a meta quest. What do I need to do? I assume I need to remove all uses of SteamVR and use Oculus toolkits? Anything else to consider considering this was made in 2019?I don't think the project itself is too important to explain, but happy to answer further questions without going into detail about it.
Hello,I would like to be able to emulate the headset while developing in Unity, so I don't have to build to a device whenever I want to test. However, the OVR Headset Emulator doesn't move the view in the Game panel during play mode. The values of Head Pose Relative Offset Rotation are changing in the script, but I can't move the camera around to look at different things or interact with the UI. I have tried using Unity 2018.2.7, 2018.2.2, and 2017.4.11, and Oculus Integration 1.29. Am I missing something? Has anyone else encountered this?Thank you kindly.
Hi, I'm trying to get hand skeleton position data from quest3.I'm following https://developer.oculus.com/documentation/unity/unity-handtracking/ and https://www.youtube.com/watch?v=DR60_TCkmAY&t=305s this video. But when I return handSkeleton.GetCurrentStartBoneId(), even though I added the hand skeleton(OVRHandPrefab) into the script explicitly, it gives me start bone id is FullBody_start. The thing weird is end bone id is Hand_End properly. Is there anyone else who struggled same problem with me? Any suggestion or solution?
I am trying to set up a Ready Player Me avatar in Unity with Oculus lip sync to animate mouth movement. I have multiple audio sources for multiple audio clips because I want to be able to manually cycle through the audio clips one after another using the keyboard. However, 'OVR Lip Sync Context' seems to only work on one audio source whether I try to hold the audio sources on multiple game objects or the same one. I tried adding an 'OVR Lip Sync Context' script for each audio source but again only the first one will work (any audio sources after the first will play the audio with no animation). Does anybody know a way around this?
Hello there!I've been working on implementing PlayMode tests for my Quest app using the Unity Test Runner. I can successfully execute all the editor tests without any issues. However, I've hit a roadblock when attempting to run these tests on my physical Quest device, as I'm encountering some errors stemming from the entitlement check.Specifically, the error message I'm seeing is: "Unable to find AppId for package (com.UnityTestRunner.UnityTestRunner)." I've made several attempts to rectify this issue, including adjusting the properties of the APK build to use a valid package name that would hopefully resolve these errors. Regrettably, none of my attempts have been succesful so far.Has anyone managed to make something similar work?
The OVRPhysicsRaycaster file provided in the Meta XR SDKs have a bug by the line 153.for (int b = 0, bmax = hits.Length; b < bmax; ++b){var result = new RaycastResult{gameObject = hits[b].collider.gameObject,module = this,distance = hits[b].distance,index = resultAppendList.Count,worldPosition = hits[0].point,worldNormal = hits[0].normal,};resultAppendList.Add(result);}Those two [0] should be [b].
https://developer.oculus.com/documentation/unity/unity-build-android-tools/#ovr-quick-scene-preview- Using oculus Quest 3- Unity v2022.3.16f1OVR Build APK And Run works fine.But when I try OVR Scene Quick Preview, it launches my initial app, but when I make a scene change and save and press Build and deploy Scene(s), it reloads the app, but still shows the old version.Any idea why it never loads my changes?
I'm trying to use the text-to-speech on WebGL. It seems the code does have defines for WebGL so it is supposed to work, but when I build I get the error:Oculus\Voice\Lib\Wit.ai\Scripts\Runtime\WitRequest.cs(360,13): error CS0103: The name 'StartUnityRequest' does not exist in the current contextThe code that throws the error:#if UNITY_WEBGL && !UNITY_EDITOR StartUnityRequest(uri, headers);#elseIt seems StartUnityRequest is not defined anywhere. Did they forget to include some code in the newest version?
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