Unity Development
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I'm developing VR game for quest 2 and quest 3 and found if I run game as normal Android app and show it in window mode, it is more clear than what I see it in VR mode.I found even I change Unity URP render scale to 2x, it's still not the same in window mode.At last, I change the default texture height by ADB, and everything in VR mode is clear now.So my question is: it here any way to change this defualt texture size in Unity? My game need the as max rendering resolution as possible, the render scale in URP doesn't do the best.
Hi, I am developing a passthrough/VR experience using Unity where users can interact with physical objects in the room. My first step was to get the virtual representation of furniture and walls in the room which I think there is an experimental feature to do so in oculus home environment. Is there any way I can bring those furniture/walls mapped in quest home inside unity? It might be a privacy issue but I think setting up a permission pop-up to do so should be fine.
We were using AutoDriver, found here: https://developer.oculus.com/documentation/unity/ts-autodriver/This no longer seems to work. The command that causes issues is: "adb shell debug.oculus.autoDriverApp". This will always return: "/system/bin/sh: debug.oculus.autoDriverApp: inaccessible or not found". This has seriously affected our testing, as we used this system for our E2E testing.If anyone has information on this issue, good or bad, please reach out. My team is small and heavily relied on this system.
Hey! I've been trying to set up the passthrough API for the Unity HD rendering pipeline but no luck so far. I followed the tutorial and got it to work on the classic RP but with the HD one all I could get was a blend between real and virtual. Has anyone tried to do the same thing?
In my game I want an intuitive tutorial showing the player how to move by teleporting using the joystick. Also how to grab object by pressing the trigger button. Do you know of a good example game with an open source repo that has this?
Hi, I'm one of the researchers who want to use raw eye tracking data I know that the raw eye tracking data is deleted immediately after getting gaze data.However, as the research propose, Can I get raw eye tracking image data in Unity?Thank you for reading!
I am trying to build an application that has a feature to select two objects and calculate distance between them. I used the XRInteractor to get the hit point data and calculate the distance. The obtained distance is confusing me as I am not able to understand where it is in meters or foot or others.
Is there any way to measure the size of the room scanned by meta quest 3 in unity?
I've been successfuly loging to Platform SDK with admin and test user credentials without any issues, but now user checking refuse any user (not authorised to use this app + Oculus.ID and Oculus.UserID empty) when running the app on the headset. It still works while in the Editor Play mode.I can't say why since I didn't changed any line of code, but I've done several updates (headset version, switched to new Meta XR package, updated Unity application, etc.)So I did a factory reset of the quest 3, I also did check the users entitlements and app settings, but I still can't figure what is responsible.Any help would be apreciated.
How to keep the floor coordinate position unchanged each time the room is scanned。 Is there any way to keep the coordinate direction of the floor unchanged or to make a certain wall a positive direction?
Could someone please review my code? I am going mad from this. What I am trying to do is to move the World object to the hand but offset by some distance so the hand doesn't end up inside of the object. I got the movement right where it Lerps to the position of the RightHandAnchor/LeftHandAnchor, but can't for the life of me figure out what is wrong with shifting the destination by a certain distance. What currently happens is that when I release the DistanceHandGrab, the object moves to my hand and it ends up inside the object. I know that the HandAnchor is following the hand, since the object always ends up over the hand no matter from where I grab it. I just am not able to move the target position and it is driving me insane. Please help. public float distanceFromAnchor = 10; void HandleDistanceHandGrabEnd(GameObject endedObject) { // Save the World's new position previousWorldPosition = endedObject.transform.position; previousS
Every time I load my project in Unity or press play in the Unity editor, the OVRHandPrefab for the left and right Anchor get the Skeleton Type reset to None (from Hand left/right) in the OVR Skeleton section in the inspector. Seems like some enum or json parsing of the values in the project file is not working and therefor the setting is reset.Anyone experienced this and found a solution? The hands are working (e.g. I can pinch to go to the Meta menu, but they are just not rendered.Best regards Hans...
For the v60 update, Oculus said it is now possible for apps to turn on passthrough while an app is loading. How can I do this?
Is there one of these for the all-in-one sdk?https://docs.unity3d.com/Manual/ExecutionOrder.htmlit would be useful for my project if I was able to just take a look at how the meta stuff fits into the schedule.thanks for any guidance
I'm using the brand new Interaction SDK with Meta Quest 2, but there is something that is not working at all: input field typing. Nor editor or PC build, input fields (TextMesh or legacy) are not receiving typing from my hardware keyboard. I'm using the ray interaction system to select to input field.
I am trying to build a multiplayer (online) where people in different places can play together. I am using Netcode and I am confused whether it is just for multiplayer playing side by side or can be played online as I see there is host and joining but how do I create a separate playing option. Any suggestion is appreciated. I am a new developer.
The last update makes switching to MetaXR read-only packages, is there a way to convert standard shaders to URP shaders ? Material converter from rendering settings won't update those from the package, so the controllers are pink 😕
Hello! I am developing a project in Unity that utilizes the face tracking, hand tracking, and eye tracking features of the Meta Quest pro. I have followed the tutorial on Meta's developer website here. I imported the movement SDK and enabled the necessary features under the OVRCameraRig (Quest Features and Permission Requests on Startup). However, no matter what I do, the only thing that is working in the Aura Sample Project is hand tracking. The avatar's face and eyes do not move at all. In the Unity console, I get errors that say "failed to start face tracking" and "failed to start hand tracking." I am using Unity version 2022.3.13f1. I also pulled another sample project from Github that someone developed to test face and eye tracking and I am seeing the same issues there. I researched prior instances of this happening with other developers such as here and I followed the steps that helped them resolve the issue such as enabling the public beta channel of the Oculus ap
Hi Team,I am working on a VR project in Unity 3D for a company. I am testing the app on editor level through oculus link. I have been asked to move my development environment to Virtual machine (Like using VMWare). It means Unity 3d engine is on a remote system to which I need to connect via VMWare.Precisely I have to connect the VR headset to Unity engine which is on remote system and test an app on the editor level. Is it possible? As per my knowledge it is not possible. But I wanted to be double sure. If it is possible, how?Regards,Mahanth K
I need to access the orientation of the hand for certain actions in my VR app. I've tried multiple ways to get the orientation of the hand in Meta SDK v60:1. Directly referencing the hand prefab's transform2. Using OVRInput.GetLocalControllerRotation(OVRInput.Controller.RHand)3. Using OVRPlugin.GetNodePose(OVRPlugin.Node.HandRight, stepType).ToOVRPose().orientationI've also tried doing the same with Oculus Touch controllersBut all of them give weird outputs : https://youtu.be/SqjeR3aICbI (Here the wrist rotation goes from -160 to -30 and then goes back down to -90 as i rotate my wrist)I tried the same thing with Unity's XR hands and it gives the outputs as expected : https://youtu.be/xzbYAmLz0s0(Here the wrist rotation goes from -170 to +60 as i rotate my wrist)
Can i halep plis for copyright report
I'm developing a Quest Pro MR app using Unity and facing an issue with severe shaking of the scene model in playmode when using Oculus Integration SDK. This instability doesn't occur post-build, but it affects the efficiency of testing and development.Development Environment:Unity version: 2022.3.9f1Oculus Integration SDK version: 57.0.1-deprecatedseems to be also happening even with the newest Meta XR Core SDK 60.0.0I've tried several troubleshooting methods with no success and am seeking advice or solutions to stabilize the scene model in Unity playmode. Any insights or suggestions would be greatly appreciated.Thank you!
I am trying to use the button of the left hand controller "X" to select objects on my game on Meta Quest 2 but I am not able to use the input system. How do we use the input system of Meta Quest 2?? I opened the input manager, I am confused on how to make my buttons be listenable to use it?? Any suggestion is appreciated.
Meta has released the new Meta XR All-in-One SDK v59 in the Unity Asset Store in recent days, and Oculus Integration has deprecated. However, when I install it from Unity Package Manager, there is an error log in the console indicating that "[Package Manager Window] Cannot perform upm operation: undefined == true [UpmError_NotFound]. UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()". Therefore, I can't successfully import Meta XR All-in-One SDK to my Unity. It is very strange. I tried Unity 2021.3.29, 2022.3.1, but it still can't work. Does anyone meet this problem?
Hi, Firstly I am not an experienced developer but I have messed around a bit in Unity with VR in the past.I have just put together a simple mixed-reality demo that essentially gives me an RC car that I can drive around the room. I am using the SceneManger with the Plane and Volume prefab loaded so the car hits the furniture.But currently, when I start my demo the car is spawned in mid-air and then falls to the floor. I would like to actually spawn the car at floor level and in the center of my room. I've searched around for sample code but haven't found anything that matches this requirement yet.Good someone point me in the right direction of querying the scene manager to get information about the floor plane so I can get the coordinates of the center and then spawn my vehicle in this location? Thanks in advance for any help 🙂
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