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Hi, I hope to use quest3's camera to identify objects in the current environment and create mixed reality effects on it. I don't know if I can run the model on quest3 to identify images.
How to recenter camera view in oculus meta quest 2 in unity3d manually?
I see Meta provide 4-5 different shaders for the depth APIhttps://github.com/oculus-samples/Unity-DepthAPIbut what about for custom shader graph shaders? I use these a lotis there something simple we can do in shader graph to enable compatibility with the depth API?
I am looking to upgrade my project from the XR Interaction Toolkit to Meta XR Interaction SDK. After going through the sample scenes and trying every iteration I can think of, I can't get a version of the ControllerHands to work with the locomotion system. The Sample locomotion scene enables the use of either controllers or hands, but I am trying to get a version where the player is using the controllers but the hands are being shown in the game. Does anyone know how to do this?Thanks.
Please tell me how to use Meta XR Interaction SDK.https://assetstore.unity.com/packages/tools/integration/meta-xr-interaction-sdk-264559 The link below assumes the OVRInteraction prefab.https://developer.oculus.com/documentation/unity/unity-isdk-getting-started/But, In the preview version of Meta XR Interaction OVRInteraction prefab is gone.
Hi,After updating to interaction sdk v60, I get an error when trying to obtain a collision like so:public void OnPointerMove(PointerEvent pointerEvent){ if(!rayInteractableEvent.enabled) return; RayInteractor handRayInteractor = pointerEvent.Data as RayInteractor; if (!handRayInteractor.CollisionInfo.HasValue) { return; } handRayInteractor is null and undefined the compiler says. I haven't changed anything in my code, just updated the sdk. In release notes it says that a case where 'data' could be null was fixed, but I now have the exact same problem. Has the way of getting data changed or am I missing something else from this update?
I'm used to MRTK2 & 3.Oculus SDK (/Meta SDK? this is where the confusion starts LOL!) seems very... complicated to me. Generally it is weird that there are SO many components with similar names, from OVRplugin and Oculus.Interaction. In addition, having to add a link so much stuff to OVRCameraRig just to get some hand interactions going is like... crazy! This is super error prone and time consuming.More concretely; I want to re-create something from the DistanceGrabExample scene; being able to manipulate an object from closeup and a distance with both controllers and hands. In addition I want to support two hand scaling and manipulation as well.Can someone explain which components I need to add where? I understand the list is going to be loooong.This is what I have so far. What is not working for me is:- Now the object flies to the user, I don't want that- The object is LOCKED- Two hand scaling is also not working, despite the fact that I added Two Grab Free Transformer. Also
The RayExamples scene hasCurved surfaces that allow for various material types: Alpha Cutout, Alpha Blended, and Underlay (only viewable on-device)I cannot tell the difference between the `Alpha Cutout` and `Underlay` materials. I'm viewing it on my Meta Quest 3.
We are planning to develop unity programs via Oculaus MetaQuest 2&3,Can i use both environment via this device? - (Asking about both modes are available in this device)In Unity Scenes, can i change the specific scene as a VR mode and other Scenes as MR mode?I need this make specific scene as black that can't render the real world's stuffs and environment,But Other scenes can be rendered through real world.I need accurate information to buy this device, thank you
Hello, is it possible to broadcast live through a call from a script and thus not have to go to the menu and click on the broadcast option?In the documentation there are calls related to it, some ideas on how to use them:https://developer.oculus.com/reference/platform-unity/v59/Thanks
Hi,I'm trying to get Shared Spatial Anchors working using OpenXR instead of Oculus plugin. The reason I can't use Oculus is because other plugins are dependent on OpenXR. If I switch back to Oculus it works fine.I can create anchors fine, but when it comes to sharing them, I get the following error:Error OVRPlugin [SaveSpaceList] m_XR_FB_spatial_entity_storage_batch extension is not available (arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:12360)Is there any workaround?Thanks
Can't save anchors to local. It works with the sample scene "SpatialAnchor" but not from my project.Getting error:OVRPlugin.SaveSpaceList failed with error Failure_OperationFailed None of my debug lines below are fired, the error is fired from the OVRPlugin.Is there any special authorization access to local storage or headset space access to allow somewhere in manifest or build settings? public void SaveAnchor() { if (!_spatialAnchor) { var debugString = "No OVRSpatialAnchor found"; AnchorUIManager.Instance.debugTextBox.text = debugString; return; } _spatialAnchor.Save((anchor, success) => { if (!success) { var debugString2 = "Spatial anchor coudn't be saved."; AnchorUIManager.Instance.debugTextBox.text = debugString2; return; } var debugString = "Spatial anchor saved, now saving to playerPrefs..."; AnchorUIManager.Instance.debugTextBox.text = debugString; SaveUuidToPlayerP
Directly package Unity-Phanto sample in Scene API mode, NoSceneModelToLoad is always triggered after scanning the room.Please tell me what caused it?
There are issues in the project validation when working with the new meta packages. 1. When only the Windows platform is installed in the editor you get the message 'Build target (unknown) is not supported'This should say something about windows and android development and maybe provide a fix. This also hinders all PCVR development 2. 'Disable Graphics Jobs' seems like bad advice to me. It was broken on older versions, but now it can give a performance boost, which is definitely welcome. For windows Graphics jobs never had an issue
I want to use avatars from Meta SDK as NPCs in an experience that I'm developing, using some Mixamo animations to make them look more alive. However I can't find a way to add an Animator controller to the OVRAvatarEntities.Has anyone done this?
Is it possible to anchor Oculus overlay keyboard near user, as the picture shows?
Hello everyone! I'm building a meditation app in VR for a client of mine. Right now he wants the player to be completely solo within our app (that's easy!) but also have access to a 'community room' in Meta Horizon Worlds where they can meet other people.I understand that a world in Meta Horizon Worlds has to be open to everyone and can't be private - that's OK! That is not my question. In particular, here's what I want to know: how can our Unity app have an interaction where we send the player directly to our community room in Meta Horizon Worlds? The UX flow I'm looking for is...Player is in our app, meditatingPlayer decides to visit community roomPlayer taps on a door behind themPlayer is automatically loaded into Horizon Worlds and sent to our Community Room Is anything like that possible? I understand they will at least need Horizon Worlds downloaded on their headset, but we're taking that as a given. Beyond that, can apps load other apps? Can we at least sent them to the Hor
Absolutely nothing happens when I call Entitlements.IsUserEntitledToApplication(). I'm trying to test this in Unity editor standalone platform. The callback is never executed and no exceptions are thrown. try { Core.Initialize(AppID); Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } catch(UnityException e) { Debug.LogError("Platform failed to initialize due to exception."); Debug.LogException(e); ShowError(e.Message); } Again, "EntitlementCallback" never runs. I have completed the Data Use Checkup and have created a Test User for my organization, which I use inside Unity. I have not uploaded any builds of this game to any channels yet, could that be the problem? If not this, then what?Thanks in advance.
Hi,I have a couple of IAPs setup in the developer dashboard, but when I set the IAP status to Unavailable it still gets fetched when i call IAP.GetProductsBySKU.AssetFile.GetList() gives me DownloadStatus: available and IapStatus gives me entitled/not entitled dependning on if it's purchased or not.But I cannot find anything that will respect the Status set in the IAP in the developer dashboard.I could of course set the metadata, but since this is this beautiful status in the develop dashboard, I'd rather use that.Anyone know anything about it?
I followed all of the instructions on the documentation page https://developer.oculus.com/documentation/unity/unity-ssa-sf/I requested use of User ID and User Profile in the Data Use CheckupI specified the App ID found on the Oculus dashboard in the Oculus Platform SettingsI created the app on the Photon Dashboard and added its ID to the Photon Server SettingsI checked and re-checked that the Manifest contains all of the necessary permissions in order to use Shared Anchors.All of the headsets I'm using are paired with a Test User I created for this app from the Oculus dashboard. However:- When I join a room, place an anchor and try to share it I get the "Failed to save anchor. Retrying..." message in a loop forever until I kill the app.- Other headsets cannot see the room I just createdThere are no additional logs.Help would be greatly appreciated.
As per the Shared Spatial Anchors Sample (https://github.com/oculus-samples/Unity-SharedSpatialAnchors) I need to create a list of OVRSpaceUsers which to share the OVRSpatialAnchor with. But when I create an OVRSpaceUser using the Oculus ID from the logged in user, the OVRSpaceUser turns out invalid and the id defaults to 0.What am I doing wrong?
When using the Quest 3 built in recording system within my app that I built with Unity that has music playing inside of it, I am getting very choppy audio in my recordings. It sounds really bad. Is this happening to anyone else too?
Hello everyone,I'm making a small VR game in Unity for the Quest 2 and I'm facing some problems to manage the data saved. I decided to use SQLite because this game is to try to take an exam in my country and I know one of the modules is about databases (and that the jury loves SQL).From the link I gave, I downloaded the precompiled for Android and put it in Assets/Plugins/Android/libs but when I do "Build and Run" and try to do some of the things that are supposed to be saved and restart the game, nothing was saved.I saw this tutorial that used ".so" files for Android so I followed the android bindings documentation written next to the link for Android in the tutorial and when I put the ".so" file like that: Assets/Plugins/Android/libs/arm64-v8a/libsqlite3.so, and added another file Assets/Plugins/Android/AndroidManifest.xml to give the read/write permission: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http:
Hi.I am back developing in VR after a year and I am finding it difficult to set up my project in Unity with the new updates.For example, I am following the official guide on the meta website here but I can't even seem to find the OVR camera Rig? Can someone advise me what is the best procedure to follow or if you have any good learning materials, either website or YouTube channels, to suggest? Thank you.
Wondering if anyone here has seen this? I have an XR Rig that starts you in the middle of an area in my app. When I changed the XR Management from Oculus to OpenXR, that same XR Rig suddenly starts in a slightly offset position from before, BUT only in the Quest, not the Editor. There are no other changes other than OculusXR to OpenXR including using the exact same XR Rig. Anyone have some insights on what may be causing this or how I might go about identifying the cause?
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