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I am running into issues with Judder when using OVR Overlays. I can't seem to repro it in the sample project, and I've tried to narrow it down by ensuring my actual project and the sample project are as close as I can get them.I'm rendering to a render texture from a camera. The OVR Overlay is not attached to the user's head in any way, and the camera I'm using to render to the texture is also not attached to the head. I'm wondering if there's some setting I'm missing that might cause pretty awful judder. Has anyone else experienced this and have a fix? I tried updating to the latest SDK, but no dice there.I'm on Unity 2021.3.21f1 and using the Oculus Integration v55 package. Oh and I'm on URP.
Hi everyone.In our app we are using media files which we download via that android download manager.The files are being saved to the persistentDataPath for the app.We have noticed that these files are disappearing randomly from the devices and this is proving to be a major issue.I thought it might be something related to android's GC but:A - I don't think it deletes files in the persistentDataPathB - We tried to replicate the behavior by downloading the files and letting devices sit idle for 10 days but the files were still thereI would appreciate any help with finding out the cause for the file deletion, and advice regarding the best practices for media files downloading in general.Our app downloads a large amount of files (our experiences have several pictures, videos and jsons that fully define it) and we use the android download manager to allow the device to keep downloading while the headset is not mounted.
Hey Im looking to connect with a VR/MR Developer to create a "Star Walk" type App for Headsets.I have produced a similar App for the IPhone/IPad market & now Im looking to create a similar user experience for on the Meta Quest/Playstation VR platforms. Hit me up if you have the kung fu to do this!
I am using Oculus Integration SDK (yes, the legacy version currently due to needing to make changes to the Assembly Definitions), and I am making a flat canvas. I have placed a PlaneSurface script on the object holding the canvas component. I have a sibling object called "Surface" that I put components `ClippedPlanSurface` and `BoundsClipper` on. I dragged the Canvas object with `PlaneSurface` into the Clipped Plane Surface component's 'Plane Surface' field. Interaction works just fine ... however ...The issue is that now I have an infinite plane surface for ray interaction with world space UI, even though the flat panel is just a rectangle right in front of the player. This makes it so I am able to ray cast against an invisible plane even when there is no UI there.Can anyone help me make the BoundsClipper component work, or somehow to limit the plane surface to the bounds of the UI actually on screen?
Hi I'm trying to get a behaviour exactly like Unity XR's velocity tracked movement type like below but for Meta's ISDK v77: This is what I'm currently getting:as you can see, it goes through the object, both are grabbables, both have rigid bodies, colliders, etc, and no triggers.When I'm holding an object, it does not work, but when I release the object, all colliders work.Im using v77 ISDKWhat I've tried:Using PhysicsGrababble (depricated)Playing around with Rigidbodies and their values (made sure they are not kinematic)Made sure colliders are not triggersIn Grabbable, unchecked Kinematic While SelectedTried using fixable joints (too complicated so I gave up)
Hello,I'm working on a mixed reality project using spatial anchors on Meta Quest 3, with Unity and the Meta SDKs.Use case:A master headset places anchors in a physical environment.I want another headset to be able to retrieve those anchors, even if the master headset is turned off.My questions:Is there any way to manually save/export anchors (e.g. serialize them or store them in a custom/local/cloud service), so I can handle transfer and reuse between headsets myself?I haven't found any API to do that yet.Regarding the "Shared spatial anchors" (https://developers.meta.com/horizon/documentation/unity/unity-shared-spatial-anchors/) system with GroupId sharing, I understand that a headset can pull anchors from the cloud even if the original (sharing) device is offline.Can you confirm that this is correct?How long are anchors retained in Meta’s cloud once shared?Are there any conditions (exp
Trying to execute a VR game with Vulkan when OpenXR runtime is set to Meta causes crashes before the application starts, although not always.I have checked with an empty Unity project that it only happens with Vulkan and Meta runtime environment.After much searching, it led me to this thread on the Unity forums from late 2023, early 2024, where someone from the support team clarifies that it is a problem on Meta's part, and they make that clear in this bug report.It's been over a year since this bug was reported to Meta by Unity itself and it still hasn't been fixed, we're unable to progress in the development of our game because of this bug.We need a fix for this critical bug ASAP.
Since headsets have updated to OS v76 my apps can now be re-centred by the user. Previously while in stage mode it was not possible to re-center which is a requirement for my calibration. My headset on v72 does not have this issue. Have tried multiple versions of the SDK including v76.When building from Unity using 'Build and Run' in the initial run the playspace cannot be re-centred however if I close the app and manually launch it can now be re-centred on all subsequent launches. EDIT: Update on this, when in stationary mode I cannot re-center while in Stage mode. If I switch from stationary to roomscale while in the app still I can still not re-center. However if I quit the app and relaunch while in roomscale I can re-center again? EDIT2: Another update, if you are not in passthrough mode before launching an app then this issue is fixed and you cannot recenter while in roomscale mode. So its an issue with there being no boundry before loading into an app which is now causi
Im trying to do a build for PC, the problem is that the app crashes when using Meta Quest link as OpenXR default runtime, it crashes when trying to get Vulkan graphics device, the weird thing if that I try opening several times, sometimes, it works.This doesn't happen with Virtual desktop or steam as Default runtimes, with these it works correctlyI would like to see if this has solution or not because would like to ship my game using VulkanxrGetVulkanGraphicsDevice2KHR: XR_ERROR_RUNTIME_FAILUREWhen crashing it logs this:[Vulkan init] SelectPhysicalDevice requestedDeviceIndex=-1 xrDevice=0000000000000000[XR] [42020] [18:20:44.692][Error ] xrGetVulkanGraphicsDevice2KHR: XR_ERROR_RUNTIME_FAILURE[XR] [42020] [18:20:44.692][Error ] Unrecoverable runtime error has occurred, shutting down XR experienceCrash!!!Trying to run it several times sometimes works and logs this instead:[Vulkan init] SelectPhysicalDevice requestedDeviceIndex=-1 xrDevice=0000000000000000[Vulkan init] Physical Device 000
Hi, I'm developing a VR game where we need to track the position of one of the Meta Quest 3 controllers, even when it's not actively held by the user.The problem is that the controller needs to be active (i.e., awake and tracked) for us to get its position. However, it seems the controller won’t activate until the user physically interacts with it — by wiggling or pressing a button.For our use case, this is not ideal. We want the controller to become active automatically when the headset starts up, without requiring any user interaction.Is there any way to wake or activate the controller programmatically — without the user needing to move or press anything on it?
Hi All,We were looking at performance expectations on the Quest 3 using passthrough, and we wondered if the existing content translates well to MR / Passthrough experiences.The passthrough feature seems to eat into the performance budget quite a bit, so should we significantly alter the expectations for draw calls and verts, or should it still be similar?Reason we ask is that we see quite a significant performance dip in our application even though we are below the recommended ranges. We managed to optimize quite some things already but its good to understand what part is due to the passthrough layer and what part is due to our own application. cheers,Wil
Currently IAP.GetProductsBySKU( << list of SKU strings >> ) will not retrieve product information for the SKU used for a Bundle, only for add-ons or subscriptions. It would be extremely helpful if it worked for Bundles, so we could display the FormattedPrice in our in-app store. IAP.LaunchCheckoutFlow( < sku >) works fine for bundles (as well as subscriptions & add-ons), so I wish they would be included in the GetProductsBySKU return data.
I've been working with the Meta SDK a bunch and for a local project I'd need a user to be able to select a custom avatar from a list from pre-made ones.This as it turns out is not possible though since there currently is no way to export or extract a meta avatar from the VR headset. This was further confirmed here:https://metahorizondevelopers.zendesk.com/hc/en-us/requests/66479I'm not the only person who's run into the issue and the only solution I can think of is creating X meta accounts giving them a unique avatar each, which seems ridiculous. I don't expect this message to change much, but I was told to do so by the people from the Meta Horizon Support team, so I rather give it a shot and also warn others about this issue.
Hello,I'm developing a simple multiplayer app targeting Quest 3 with the following requirements:Players should see each other's avatars in the multiplayer space.Players can interact with rigid objects (e.g., painting on walls), with interactions reflected across all clients. (The "painting" feature already works in single-player mode.)I'm using Meta's Multiplayer Building Blocks for this implementation as it should be sufficient for my use case.ProblemWhen running the app simultaneously on two Quest 3 headsets:Each player sees their own avatar clearly.Players do not see each other's avatars.Networked interactions (e.g., grabbing objects or painting) do not synchronize across devices.Project Setup & VersionsUnity: 6000.0.51f1Meta XR All-in-One SDK: 77.0.0Photon Fusion: 2.0.6Meta Avatars SDK: 35.2.0Quest 3 Firmware: 78.0.0.961.284XR Plugin ManagementUsing OpenXR (Meta Quest Feature Group enabled) [As Recommended by Meta SDK]Oculus XR Plugin is disabledUnity warning shown:"The Oculus
I know colocation default use local matchmaking with startasHost , Guest to multiplayer . How can i set up colocation with netcode startServer and startClient ?
Hi,the "wrist buttons" that move the menu button to the wrist, that was in the experimental options is missing, in the v77 and in the v78, I searched if is moved to another menu but I don't find it.Please for my developments is mandatory use this option, so could you activate another time or indicate how can i activate in the recent versions?I really thing that was a good idea.Thanks
When I select "Play" in Unity editor, I do not see the VR playing in my headset. Link is working and my desktop fully connects to the headset. For example, I can build to the headset. I am using XR Toolkit. I have link enabled and when I hit play I can see the game window in the virtual desktop in link, but do not see the entire VR immersively.
After a discussion with tech support, we've established that the Oculus organization is convinced it has done this, relative to hand pointer action in Unity with the All-In-One SDK:"Hand tracking updatesWe’ve made hand tracking more stable and responsive when navigating the universal menu and in apps, making it easier to interact with your hands in mixed reality. The cursor is now stabilized as you pinch your fingers together, so making selections should be more accurate. We also improved the responsiveness and stability of drag-and-drop interactions like dragging a Browser tab into a new window. The cursor should also perform more predictably and naturally when your hands are close to your body. Finally, new cursor visuals should help locating and targeting elements with your hands."In reality, this is not what you have done. What you've actually done, in Unity, is prioritize a limited 2-dimensional panel use case on hand pointer function that requires your interface is in
Hello,I'm working on a mixed reality project using spatial anchors on Meta Quest 3, with Unity and the Meta SDKs.Use case:A master headset places anchors in a physical environment.I want another headset to be able to retrieve those anchors, even if the master headset is turned off.My questions:Is there any way to manually save/export anchors (e.g. serialize them or store them in a custom/local/cloud service), so I can handle transfer and reuse between headsets myself?I haven't found any API to do that yet.Regarding the "Shared spatial anchors" (https://developers.meta.com/horizon/documentation/unity/unity-shared-spatial-anchors/) system with GroupId sharing, I understand that a headset can pull anchors from the cloud even if the original (sharing) device is offline.Can you confirm that this is correct?How long are anchors retained in Meta’s cloud once shared?Are there any conditions (expiration period, retention policy, etc.) that I should be aware of?I'm addressing this to Meta suppor
Hi everyone,I'm encountering a recurring issue when entering a scene using the comprehensive rig provided in the Meta XR All-in-One SDK. Occasionally, I get a MissingReferenceException related to Oculus.Interaction.Surfaces.PlaneSurface, as shown in the attached image.This issue seems to happen randomly and causes the hand interactions to break completely — the user can no longer interact with the environment, and the only workaround is to restart the application.Here’s what I’ve tried so far:Checked if any PlaneSurface references are being destroyed prematurely.Ensured that interactor components (PokeInteractor, GrabInteractor, etc.) are properly initialized and not referencing destroyed objects.Tried to reproduce the issue consistently, but it appears sporadically.It seems that some component is trying to access a PlaneSurface that has already been destroyed or is no longer valid. Has anyone encountered this before, or is there a recommended approach for safely cleaning up references
What I want is for the UI to be visible over all 3D geometry (ignoring depth) BUT at the same time have the line-casts and the controllers visible over that UI.[ UI Panel ] | [3D World Mesh] | o------ [Hands or controllers]With underlay the UI Panel is not visible, culled by the 3D Mesh.With overlay, the controllers and lines are covered by the UI.My solution, but awful for performance:Using URP stacked cameras, the UI and controllers are rendered over everything. Again performance tanks with this method but it's exactly what I want.Possible solution:Underlay transparent but ignoring depth... hard to test as it requires making a custom shader. I can set controllers to 4000 render queue and transparent and they do render over everything.
I everyone,I am trying to use the xr simulator for quicker iteration on my mixed reality app. Unfortunately the xr simulator always shows "Not connected to SES". The synthetic environment server is running (I changed the registry entry to make the window appear too hence it should be very obvious it is running, see screenshot). I do not know why the connection between the two might not work.Unity 6000.0.49f1, XR Simulator 77 Does anyone know what could be wrong?thanks in advance --- I think I figured it out. The SES connection only works when the pass-through component (for example found on the building block) is present in the scene. It does not seem to work with the open xr implementation of passthrough.
Meta Link just plain doesn't work anymore, so my only hope is Virtual Desktop, which works like a charm. But... there's one problem: my app uses hand tracking, and as far as I know, Virtual Desktop thinks my hands are Quest 2 controllers (I'm on a Quest 3). Does anyone know if there's a way to use hand tracking with Virtual Desktop in Unity?
Hi guys, Ever since I updated to Version 77, the Real Hands building block stopped working. I suppose it's because the Virtual Hands component has been removed and integrated into the new OVRInteractionComprehensive Building Block. Now I only see the virtual hand mask in my application and not my real hands. I am using Unity 6000.047f1. I have another project with v76 where it works perfectly fine. Is anyone else experiencing the same issue? Can you manually add the required components for the real hands Building Block?
Dear Meta TeamI noticed information about Dolby ATMOS in the Meta Quest Build 78.0 release notes. However, based on the "Determining the Dolby decoding capabilities of the device" section in the following webpage:https://professionalsupport.dolby.com/s/article/Enabling-Dolby-Atmos-in-Android-Mobile-media-apps?language=en_USI found that there is no Dolby-related decoder in MediaCodec with OS version 78.Could you please provide guidance on how to use Dolby Atmos on version 78? It would be great if you could share some examples. Thank you!
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