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Hello I am facing with a problem with OVR Virtual Keyboard, it is only working on build but not in Oculus Link and Meta XR Simulator, anyone has a thought or idea on that?
Using unity MetaXR depth API with Quest 3, I have a requirement to enable depth API inside a particular place in real room (For Anchoring Im trying to use Controllers) For context, I have a real life object which I do not want to be occluded but others i do. If we can define even something simple like occlude over 1m on real world y axis.
I am using MetaXR Unity SDK with passthrough and hand tracking, now I need to have the controller set as well so that I can use it as a real world anchor, however when i enable both SDK fails to differentiate transforms, It detects controller when I pick it up in hand but that's not as its own.
Meta Avatars custom avatar works in unity play mode on headset but not when i build PCVR or apkhow can i debug this?what can i do to fix it?
hello, so ive been having this problem for awhile now and haven't been able to fix it. whenever i use Core.AsyncInitialize() or Core.Initialize(), it throws the DllNotFoundException error.
I am trying to use the button of the left hand controller "X" to select objects on my game but I am not able to use the input system. Any suggestion is appreciated.
I am trying to build a very basic AR game. I have added the Passthrough block and would like to test it in the simulator. My understanding is that I can use the Room Model to simulate a room. When I do that and click the play button i get the error "No scene model available".How do I resolve this so i can test this without uploading to my headset? Unity Project Version is 2022.3.14F1Meta SDK V60Quest 3
Hi everyone, I'm developing project on Oculus Quest 2 with Hand Tracking in Unity.I need to provide additional input value from external sensor.Input value is just user's pressure on the sensor: may be float with 0.0 - 1.0 values. No movement, rotation or anything else. One sensor and one float value. Now I'm making it long way around using sensor with Arduino + WiFi and local server pairing but need something "less delayed". Have You ever tried to make Your custom Bluetooth controller / sensor to connect to Oculus Quest 2 and use it in Unity?
Hi all,I'm new to Meta Quest 2, Meta Quest 3 and android development. So far I've been using Unity 3D to create VR applications.I am looking for a way to patch the changes in an installed APK from within the APK.So the flow which I have is this:On app load, check for any updates.If update is found, download it and shows progress.On completion, the app closes and patching begins.After patch update, the APK starts again.I've seen this flow before in few mobile APK's but since I am a clean slate in android development, I don't know where to look for or how to start. I just want to do away from the oculus developer hub.Any suggestions or help are welcome.Thank you
When is the new Inside Out Body Tracking (IOBT) expected to appear for the Unity SDK? Are there any estimates? Are there any details on how it will be made available? Will it simply replace the existing IK-based body tracking?
Hello Guys, I have been working on a car simulator for Oculus CV1 in Unity...Initially I gained 100+ FPS but image resolution was so weird and then I changed RenderScale to 2. It made my game look perfect but FPS went below 60 FPS (with Realtime Lighting and shadows enabled). When shadows get disabled FPS reaches 70 - 75..CPU usage in Profiler shows Rendering takes some extra time that cause FPS drop and I couldn't track GPU performance as there is a bug in Unity 5.5..3...So the question is how can I get sharp and crisp visual with req FPS? Hope I will get some solution here. FYI, Unity Settings I use : Unity Version : 5.5.3 (for some reasons I don't want to upgrade to 5.6) &nbs
Hi,We noticed a strange behavior with our unity app : Whenever we put the device down or "change heads", the whole scene has moved away from its original position. (i.e, if you have two objects in front of you, put the Quest down, and then back on, the two objects will be well placed from one another but like 4 meters away on your right).After some research it seems like it is the world coordinate system that changes, as the world coordinates of our game objects don't move, but they are misplaced in the real world...This is really problematic and I can't figure out why no one had this issue before, anyone knows what's causing this ?
I really want to use the avatars in my game but I am stopped because I can not figure out how to "add" a game object to an avatar. For example if I wanted to add a wrist watch or a custom ray cast. Any help would be greatly appreciated!
Dear community members, I'm reaching out for help with a visual tearing issue I've encountered in a PCVR application when streaming from a PC to my Oculus Quest Pro (same as Quest 3).Issue Description: I'm developing a digital twin of a factory environment using Unity 2021 (same as 2022) and the Oculus Interaction SDK. Upon upgrading to computers equipped with RTX 40 series cards, I started experiencing visual tearing issues. These issues are absent on lower-end systems with RTX 30 series cards even at very low frame rates. Specific Symptoms: In the scene, there are two cameras: a VR camera (CenterEyeAnchor) and a tracking camera, the Main Camera (which outputs high-definition images to a PC monitor), thereby doubling the rendering load.The visual anomalies occur within the display screens of the VR headset.walkwayWithin a factory setting, there is a predominantly white floor texture and a green walkway on the ground. When the gaze lingers at the intersection between the green and
I'm trying to use the Share spatial anchors provided in the oculus repository:https://github.com/oculus-samples/Unity-SharedSpatialAnchors But when I start the app and enter the Share Spatial Anchors scene, it shows on the log window: "You are not authenticated to use this app. Shared Spatial Anchors will not work."Reading the code it seems that the application is not getting the oculus user id correctly, but everyone is saying on forums that the project works, so I don't know if im missing something related to the user on the quest 2 or something...
Hi I'm very new to MR development, working with the Meta XR SDK and could really use some advise. After making some simple blocks and having some fun with Passthrough and the Depth SDK I wanted to add some game assets. After importing a few from the Unity Asset Store they are pink so I installed the Universal RP and convert them. That works fine but now I can't use the Oculus Shaders like Depth / Occulusion Standard and Oculus Sample / Alpha hand out for my materials. Is there a way to solve this or a better way for me to bring in other game assets?
I'm experiencing issue when releasing a grabbed object with a rigidbody responding to gravity.A quick grab and release will work as expected, but the longer your hold the object in your hand, the higher is the object's falling velocity when your release it.I'm gonna try to bypass the issue by disabling gravity when the object is grabbed, hope it will work but I wanted you to know about that.
I am getting the following error when I try to install the Meta XR SDKs through the Unity Package Manager:[Package Manager Window] Error adding package: com.meta.xr.sdk.platform. An error occurred, likely on the server. Please try again later.Unable to add package [com.meta.xr.sdk.platform]:Request [GET https://download.packages.unity.com/com.meta.xr.sdk.platform/-/com.meta.xr.sdk.platform-59.0.0.tgz] failed with status code [502]UnityEditor.EditorApplication:Internal_CallUpdateFunctions () I was able to install "Meta XR Core SDK" by name but all the others fail including the "Meta XR All-in-One SDK"As a workaround I am able to install the failing SDKs successfully when I download the tarball and install locally Unity 2023.2.3f1 using the 3D URP Template
{'isValid': True, 'createTime': 0.0, 'predictedDisplayTime': 79603507982894.0, 'swapchainIndex': 2, 'createPoseLocation': {'x': -0.1154637336730957, 'y': 1.0762470960617065, 'z': -0.05503325164318085}, 'createPoseRotation': {'x': 0.11832347512245178, 'y': 0.9198459386825562, 'z': -0.05764325335621834, 'w': 0.3695405423641205}, 'fovLeftAngle': 1.376381754875183, 'fovRightAngle': 0.8390995860099792, 'fovTopAngle': 0.9656887650489807, 'fovDownAngle': 1.4281479120254517, 'nearZ': 0.10000000149011612, 'farZ': inf, 'minDepth': 0.0, 'maxDepth': 1.0}I create a system that get the EnvironmentDepthFrameDesc using GetEnvironmentDepthFrameDesc(targetEye). But I don't understand what does the predictedDisplayTime mean. It is usually a very large number. Even if the unit is nanosecond. it is still very large, like 79603507982894.0 (about 22 hours). I don't know is it is related to the previous bug shown here (https://steamcommunity.com/app/250820/discussions/8/2647504242049377020/?l=t
I consistently experience crashes on my Oculus Quest 3 when attempting to use the room model, but it runs smoothly when questLinked in Unity. I have double-checked my room settings multiple times and everything appears to be correct. Is there any solution to this issue?I have configured all the required settings as indicated in the documentation.
Unless developer runtime features are off on the oculus app, I cannot run unity on it. I put the quest 2 into link mode and then run unity and it shows the loading screen for a second and then exits link mode and the unity game engine crashes when I stop it from play mode. It was just working about a week ago and I don't know what happened but now it doesn't work, I need developer runtime features for passthrough integration on my app. I have tried:Creating a new project in (2020, 2022, 2023) with out any other assets but the oculus integration.Factory resetting the headsetUpdating the oculus firmwareReinstalling the oculus appReinstalling the unity packagesI don't know what to do now, I read on the oculus integration unity website that this is a known problem but does anyone know of any fix? Update:I posted this bug on the unity website and a staff member responded with thisHi,Thank you for contacting us.I found this in your Editor.log file: 0x00007FF85CFA980B (R
I think I've found a bug in the meta avatars sdk version 17.2. After calling LoadUser() on an avatar entity that has already been loaded before(which may happen if you'd want to update an avatar's look), the transforms Joint Head, Joint LeftHandWrist and Joint RightHandWrist stop being in the correct positions and simply fix themselves at 0, 0, 0. Here are the steps to reproduce it:In a blank scene add a AvatarSdkManagerHorizon object and a empty gameobject with a SampleAvatarEntity component.Set the SampleAvatarEntity's BodyTracking input to be the AvatarSdkManagerHorizon's SampleInputManager.Add some code in the SampleAvatarEntity which will enable you to call LoadUser() in runtime.Ensure you have UseStandalonePlatform checked in your OculusPlatformSettings so that your own avatar loads.Connect your headset with Quest Link and run the scene to let your avatar load.In the hierachy see how the Joint Head is in the correct place.Now manually call LoadUser() and see how Joint Head is no
Do the com.unity.xr.oculus or the new com.meta.xr.* packages support Unity's OpenXR hand tracking subsystem for Quest hand tracking? Is there any sort of hand tracking provider given, or has that not been implemented yet? I haven't found mention of it in the documentation yet, but there's Meta Aim stuff in XR Hands so I assume it's at least planned.
Hi community! Can you help me to fix these error logs?OVRPlugin/ Unexpected event type 304 in Compositor::PollEventUnity 2021.3.25
I'm trying to run the lighting sample provided in the Oculus Integration package on the Quest 3 using Unity. But I'm only seeing the flashlight on my left eye (like in the image below) and on my right eye I just see the dark room. I've also noticed this issue with the OVRSceneManager where the global mesh or a wall will only appear in the left eye and not the right.Has anyone else had this happen? Is it a software issue or a problem with my unit? Thanks.
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