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We are using version 1.37, download address:https://developer.oculus.com/downloads/package/oculus-lipsync-unity/XCode Version:Version 10.2.1 (10E1001)We put libOVRLipSyncShim.a under Link Binary With Libraries.Place libOVRLipSync.dylib under Embedded Binaries.This is Apple's feedback email.--------------------------------App Store Connect Dear Developer,We identified one or more issues with a recent delivery for your app, "XXXXX". Please correct the following issues, then upload again.Invalid Bundle Structure - - The binary file 'XXXX.app/libOVRLipSync.dylib' is not permitted. Your app can’t contain standalone executables or libraries, other than a valid CFBundleExecutable of supported bundles. Refer to the Bundle Programming Guide at https://developer.apple.com/go/?id=bundle-structure for information on the iOS app bundle structure.
Hello, can you remove TextMeshPro 3 dependecies from Meta XR package?TextMeshPro 4 is now built-in and it conflicted with TMP3 on Unity 2023.3alphaSee screenshoot:
Do you know slack/discord/telegram groups about VR developing? I found only channel in slack in Unity Devs but it looks like dead. There is no any new messages in this channel.
Hey folks,I am looking into adding a feature to clear/reset the scanned room data on Quest 3. The intent is to be able to trigger this as part of a live update which will be updating room setup login from in game to avoid existing room data being modified, corrupted, offset etc. Does anyone know of a direct API call to clear that data or if its in a particular location/format that can be cleared through other means?Thanks
Tried upgrading my project fromcom.unity.xr.oculus - 4.0.0to:com.unity.xr.oculus - 4.2.0-exp-env-depth.1andcom.oculus.integration.interaction - 0.46.0tocom.oculus.integration.interaction - 0.57.0I also switched from GLES to Vulkan as was needed for Depth API to work. When deploying and launching the game on my Quest 3, it just get's stuck in the loading screen. Tried to read the logs, but there is nothing related to the id of my game. Anyone has any ideas what it can be?Attaching some screenshots of my settings and Android Manifest.json-file:
Hi I am running into an issue it says [Meta Quest Support] only the oculus touch interaction profile and meta quest pro touch interaction profile are supported right now I selected them but it is not working, can you help me?Mac + unity + meta quest 2
Hi,I'm trying to create a portal effect using render textures with no luck. I create two cameras to observe the other side of the portal, using the stereo settings from the main camera (separation and projection matrices), rendering to two separate render textures. Then, to render the portal itself, I want to select the appropriate texture based on the eye index.But this test shows that the eye index is always 0 (renders red to both eyes):fixed4 color = unity_StereoEyeIndex == 0 ? fixed4(1.0, 0.0, 0.0, 1) : fixed4(0.0, 0.0, 1.0, 1.0);I've also noticed that UNITY_SINGLE_PASS_STEREO is not defined when building for Quest. I have set "Multiview" rendering in the XR plugin, which is supposed to enable Unity's single pass stereo infrastructure.Any ideas?Thank you!
Hi Guys, Need some help. I have two Oculus Quest 2 devices. And I updated one of them to the latest quest update version available. However, one of the Unity game that I have developed does not work (fps is really low and huge flickering) on the updated version, but works perfectly fine on Quest 2 with the older update Version. Quest 2 details with new quest update:Version - 60.0.0.173.366.544898056RunTime Version - 60.0.0.175.366.544897891OS Version - SQ3A.220605.009.A1 Quest 2 details with older quest update:Version - 59.0.0.173.706.535795449 RunTime Version - 59.0.0.172.706.535797236OS Version - SQ3A.220605.009.A1 I am not very sure why is this happening, I have also resetted the Quest 2 with newer version but it encounters the same issue. can someone please help ?
During the automated build process with GitHub Actions, I am unable to fetch and install the Meta XR SDK packages from the Unity Package Manager due to authentication issues. The system is not recognizing my sign-in credentials and preventing the download of the necessary packages. However, the Unity packages (UPM) are downloaded normally, and there is no error. In the picture below, you can see that MetaXR SDK is under category 'Packages - Asset store' . Normally the packages are under Packages - unity. I get this error on the github action logs:is there something different I need to do to access the asset store packages? Any suggestion or direction to look into. Thank you!
I'm facing an issue in Unity VR. MetaAvatar loads in the main scene but when I change the scene (either by simple Load or using LoadAsync) the avatar doesn't load in the next scene and when I come back to the main scene it again doesn't load the MetaAvatar. Is there any way to tackle it?Also when it loads the first time and the user goes in inactive state and wears the headset again, the MetaAvatar still doesn't loads up again.
The recent Unity packages do not have the right built-in dependancies.I have my project fully optimized and started experimenting with the new meta packages.I noticed I got a lot of errors, which is weird. Looking further into it I found out that built-in packages are not set up as dependencies. This causes errors about the videoplayer and networked audio..Please add the right dependencies in a future update
Hey Guys,I am using Meta Avatars with AutoHands asset, and I want to match with dynamic hand poses from AutoHand to Meta Avatar Hands. How can I do that? AutoHand Asset : https://assetstore.unity.com/packages/tools/game-toolkits/auto-hand-vr-interaction-165323
Hi there! I'm yooj. I try testing Depth API with Quest Pro. But according to Documents, seems like it doesn't provide at Quest Pro devices. And the main reason is Quest Pro doesn't have a Depth Sensor. I asked here to clarify that I searched. Thanks for your support 🙂 !
I can't find anything within the documentation on how this works. I've got a scene prefab loading on play within Unity along with EffectMesh creating an outline of it. My assumption is that my camera will automatically be placed within the bounds of this scene as I can see the MRUK script referencing the OVRCameraRig's position. However, I would like to also adjust where this prefabs origin spawns within my Unity Scene/World. How would I go about doing this?
I tried running the Meta Avatar Editor in the example Unity scenes included in the SDK samples (using the OpenAvatarEditor object + script) but it doesn't do anything or display any errors or debug messages at all. I have the 24.0.1 version installed. Has anyone encountered this? Is there some other way to get it working that I'm missing? The code in the OpenAvatar Editor looks like this (excerpt): AvatarEditorOptions options = new AvatarEditorOptions(); options.SetSourceOverride("avatar_2_sdk"); var result = new Request<Oculus.Platform.Models.AvatarEditorResult>(Oculus.Platform.CAPI.ovr_Avatar_LaunchAvatarEditor((IntPtr)options));
The pro passthrough captures color, I wanted to know if there is a way to map all the green to be Unity scene, similiar to varjo XR 3 chroma keying (https://varjo.com/blog/blend-real-and-virtual-seamlessly-with-new-xr-1-features/), it doesn't have to be as good or professional as this one. Any ideas? Maybe how to apply shaders to the oculus quest pro camera?
Before I start, I am not good at English. I hope you understand.I try to split camera for ui and others (3d object, environment, etc ...)I had split layer and create new camera and it works on editor play modebut it is not working on oculus quest 2 that using build apkIf you look at the picture below screen is brokenwhat i should? i search long time.. but solution can't find
Hey guys, does anyone tested eye tracking on PC (unity editor play mode) recently? I found it just doesn't works today, and I didn't changed my project at all. I tried loaded my archived project that eye gazing supported on PC for sure, and it still doesn't works as well. Even demo scene for tracking is not working (everything shrinks to the floors).Thing is, the eye tracking is still works on quest pro device. I tried re-enable the Oculus PC eye tracking configuration, reboot my machine and my pc, re-install Oculus PC, and both my machine and the Oculus PC and the sdk(60.0) is up to date.Then, on my same PC, I tried open a new, clean project with movement sdk only, not working as well.I wonder if it just me, or it is actually caused by a bad update from meta?Anything would be helpful, thank you!
I recently updated to Unity 2022 and saw this asset from Meta, my game is made for Oculus but I use HurricaneVR so I do not need avatar or anything like that but, does this asset, or any of the assets from Meta performance benefits without having to switch to their avatar and stuff?Thanks.
I am working on a unity VR application. Before starting the VR application, it is standard to set the player floor height and boundary within meta oculus guardian system. Once that is set you usually run the app. Usually once the app is running, if you want to change the guardian data (floorheight/boundary) you have to open the oculus menu to enable it. However, I want to be able to read/write to the floor height data from a unity3d script. Is it possible to do this?
Hello there, is there any way that I can turn off the all the degree of freedoms? I mean, I want to use Oculus SDK or Unity XR Interaction Toolkit to cast something from a Unity scene and do not want it to rotate or move either. I want to turn off HMD tracking completely. Is there any way that I can achieve this?Thanks...
Hello, I use the OVR Metrics Tool to measure the performance of my project.However, I recently (January 2024) realized that the ASW FPS in the OVR Metrics Tool is outputting at half.Up until some point in December 2023, I recall that the ASW FPS was outputting normally.For example, when ASW FPS was on, it was outputting 72 fps, and when it was off, it was outputting 0 fps.However, now it is outputting at 36 fps with ASW FPS on.At first, I thought there was something wrong with the project.But then I noticed that Assassin's Creed Nexus VR was also outputting half ASW FPS.Of course, when I played in December 2023, it was outputting correctly.This is very confusing because ASW itself seems to be working correctly.Did something new come out in the new year?
I have also tried making a basic project from scratch and the problem still occurs. If I use OpenXR as the plugin provider the hand placement is perfect, but as soon as I switch to Oculus the hands appear significantly lower then they should. Unfortunately my project doesn't work with OpenXR as the provider and there are various options with the Oculus provider that I require anyway. He's my repro steps for a plain sample project that shows the problem.Broken version:New 3D Unity project in Unity 2022.3.10 (also occurrs in 2022.3.17)Switch platform to AndroidOpen Package Manager and install XR Interaction ToolkitConfirm yes to enabling the backends when promptedInstall XR Plugin Management, OpenXR Plugin and Oculus XR Plugin in Package ManagerImport Starter Assets sample from XR Interaction Toolkit packageOpen scene Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/DemoSceneIn Project Settings/XR Plug-in Management, set Oculus as Plug-in ProviderBuild & Run. Notice control
So today I started a sample project, there's going to be a couple of object interactions with Hand Tracking with the new SDK which is Meta XR AIO SDK. Everything works fine until I think about movements with Hand Tracking. so I know Oculus Integration released teleport locomotion with hand gestures, and I searched on the internet how to do that, but didn't find one, even on the Meta XR Interactions Samples, there's only an FBX file that belongs to a scene with the hand tracking gestures on it. but I don't know how to use it, does someone know how to do it? or get any tutorial or scene for a references?
Hi there, can a UnityXR app launch while headset tracking is disabled? One of our clients wants to use their Quest 1 headsets on ships for training purposes. Due to the ship's movement, the headset loses tracking frequently, leading them to disable tracking entirely. Our app doesn't require 6DoF, but it fails to launch if headset tracking is off. I've examined the YouTube app's manifest file, as it can launch with tracking disabled, and attempted to replicate its settings in our app's manifest. However, our app still won't launch when tracking is off. Is there a way to launch a UnityXR app with tracking disabled? Unity 2021.3.25Oculus XR Plugin 3.3.0 (latest that supports Quest 1) Thanks.
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