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Is there an API method to query the user's OS settings, in particular if they set their Horizon Home environment to immersive or passthrough? My game is immersive so I won't have a passthrough view all the time but during the load screen I'd like to show passthrough but only if the user is coming from a passthrough view.If anyone knows how this information can be obtained, please let me know. Although I guess it might not be available to the app.
Hello so i am having issues trying to consume a IAP consumable sku even though i can purchase it once but cant consume it and cant figure out the issue because debugging is hard on Meta Quest Heres the code:using Oculus.Platform;using Oculus.Platform.Models;using UnityEngine;using PlayFab;using PlayFab.ClientModels;using TMPro; public class PlayFabShopManager : MonoBehaviour{ [SerializeField] private string skuToPurchase; [SerializeField] private int currencyAmount; [SerializeField] private CosmeticsManager CM; public TextMeshPro ErrorTest; private string[] skus = { "1000Nanas", "2500Nanas", "5000Nanas" }; void Awake() { Oculus.Platform.Core.Initialize(); } void Start() { GetPrices(); GetPurchases(); } private voi
I run the HandsInteractionTrainScene in Quest with Unity, and find that the skeleton physical colliders are not updated with hand tracking pose. I only turn on the Render Physics Capsules and allow Hand Tracking Support in OVRCameraRig. Does anyone know what's going on?You can see the footage in the attached zip file.
Hello, I am trying to implement a 3D Movement (Forward/Backward, Turn left/right, Up/Down)with XR Interaction Toolkit. For Forward and Backward and Turning around, it works easy with XRI Default Input Actions. But the Up/Down Movement doesn't work. Does anybody has a solution?Actually I setup my aircraft, for Left Controller Joy Stick (Up/Down Movement) for Forward/backward and Right Controller Joy Stick (Left/Right Movement) for turning around. I want to setup for Right Controller Joy Stick (Up/Down Movement) for Up/Down in the 3D area. In the Continuous Move Provider script, I tried to change the Forward Source other than main Camera but the Transform remains always the same. Thanks in Advance!
HiAs mentioned in the title I am using my Quest Pro for developing in Unity using Oculus SDK. I have tested all basics features (oculus integration, interaction, movement and avatar) which I will all require for my project and have encountered two main issues. 1. When loading the Movement sample scenes (Aura and high fidelity) the right eye does not display the mirrored avatar correctly and is showing an un-refreshed trail of the gameObject. 2. Using custom scene and the sample scenes of the Integration SDK, the passthrough is lagging, even tho the stats window indicates 72 FPS. I am using Oculus integration v47, unity movement v1.3.2, Unity 2021.3.16f1 LTS, oculus xr plugin 3.2.2. Any help ? Thanks in advance!
Hi, im new in Quest development and i didn't found anything on documentation or forums about how to know my glasses serial number by code or some id to differentiate which glasses im using in an app im making. Is there a way?
I created an app made with AR Foundation's Plane Detection in Unity and built it for Android running on Quest3 and it does not detect anything but walls. I created an app made with AR Foundation's Plane Detection in Unity and built it for Android (Meta Quest3).When I install that app on Quest3 and launch it, the walls of the room become colliders, but the colliders of other furniture such as beds and shelves are ignored.I think the problem is in the way the app is made, because Quest3's Room Setup detected the furniture correctly and created the mesh. I thought from this article that I could use AR Foundation's Plane Detection to create an app with room furniture as colliders, but..,https://blog.unity.com/engine-platform/get-started-developing-for-quest-3-with-unity I referred to the following for how to make AR Foundation's Plane Detection.https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/manual/features/plane-detection.htmlhttps://docs.unity3d.com/Package
Whats the way to save players XP an Money? Player buys IAP Consumable, gets XP and money - how to save to his Meta account?
I tried to use OVRLipSync on unity. I’m using MacOS now.I got the error below. I already confirmed scripting backend is set ILCPP2.I know OculusPlugin.bundle is included in Assets/Oculus/LipSync/Plugin/MacOS.Does someone know solutions to fix this? Please let me know if you can.DllNotFoundException: OVRLipSync assembly: type: member:(null)OVRLipSync.Initialize () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:267)OVRLipSync.Awake () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:217)DllNotFoundException: OVRLipSync assembly: type: member:(null)OVRLipSync.Initialize () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:267)OVRLipSync.CreateContext (System.UInt32& context, OVRLipSync+ContextProviders provider, System.Int32 sampleRate, System.Boolean enableAcceleration) (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:309)OVRLipSyncContextBase.Awake () (at Assets/Oculus/LipSync/Scripts/OVRLipSyncContextBase.cs:113)OVRLipSyncContextBase.SetSmoothing: An unexpected error occure
I can't find a Spatializer solution that is comparable to the Oculus Audio Spatializer package, in terms of flexibility or sound quality, that can ship on iOS via Unity. Is there any hope that Oculus might make iOS plug-ins available? Since Google Resonance is basically dead (and problematic in latest versions of Unity), the only option I have seems to be to extend the demo Spatializer Unity provides, which is not a great option (project scope, expertise, etc).
I have an ongoing issue where the OVR Platform Tool gets stuck on "uploading" and doesn't move for hours. Sometimes it works, but more than half the time it doesn't.This happens on both LIVE builds and beta builds that I try to upload.My project is a split binary with an .apk file about 200mb and the .obb file is 3.4gb. I cannot use the Meta Developer Hub as it doesn't accept .obb files.When I upload my builds to Steam, it is seamless and uploads take less than 2 minutes.The OVR Platform Tool gets stuck for hours until I cancel it. There's no bandwidth coming through after a certain point.If it does move passed the "Uploading..." stage, it will say "A network error occurred. The request will be retried." My internet is working just fine.I'm venting because this is extremely frustrating.
Android system allows to open a float window. I wonder if I can make such an app: it uses both steam vr plugin and meta xr plugin. It runs on quest3. There's a float window, main activity is to open and play the steam vr game I bought, and another activity is to show passthrough. Does it work?
My Quest3 is connected to my PC using Quest Link and it works fine. Then I use the Meta XR Core SDK in Unity3d to make a game, I turn on the passthrough, and package it into .exe application used by the PC platform. The app uses Quest Link to open the game's VR scene in Quest3 when it runs, but it doesn't show passthrough. I need high-performance rendering of my PC, so this software can't be packaged as a .apk and installed in Quest3, how can I make my .exe app use the passthrough feature of Quest3? (passthrough should be like that opens directly in Quest3, instead of the developer-only feature -- Passthrough over Meta Quest Link)
Hello !Since the Oculus Integration SDK is being split into different modules and will only be available through the Unity Package Manager from now onwards (as show here), I'd like to know what's the difference between the Meta XR Interaction SDK and the Meta XR Interaction SDK OVR Integration packages ?
I saw in meta horizon workrooms/ immersed they passthrough certain places (not ar), like the keyboard.How can i do a similar thing, i would prefer being able to passthrough certain cubes, like around doors, beds and windows
Hi everyone! is there a way to make a select entered/exited grab interactable's events are only triggered by a controller rather tahn a socket interactable? Thanks!!
Hello. I'm using the Oculus Interaction SDK to create some puzzle solving game. How to hide the hand that's currently grabbing an object? For now I can only create grabbing pose with HandGrabInteractable component, but what I need is to hide the hand when I grab on certain objects.Also, can a object know which hand it is being grabbed with?
Hello, i am trying to grab the (world placed) Canvas with Laser from UI Helpers. I have managed to grab it when i am touching it with controllers but i am trying to grab it with lase (which at the same time i am using it for canvas buttons) I am not using hands but controllers. I am trying to use Distance grab script but i am not sure if this is the right way and furthermore i am not using "laser" to any parameter. Any ideas? Even a tutorial? I have only found only with XR and i am using oculus integration (i know this is now deprecated but i can not go to the newest Meta solution)
I'm developing a music visualizer and have been seeing some odd behavior when accessing the spectrum data from a playing audio source on a Quest3. As a test, I have some cubes reacting to each of the audio bands coming in from GetSpectrumData (in this case, 512). In the unity editor on PC it works great and matches the framerate perfectly. On-Device though, the application seems to be running at a smooth 90hz, however the spectrum data is only updating at what looks like 5-10hz, possibly less. I have manually set the audio sample rate of the application to 48000hz but that doesn't seem to help. Has anyone else run into this or have any advice on what I can try to address this issue? EDIT: Doubling the rate to 96000hz helps a bit but it's still choppier than i'd like, and i'm a little worried that the onboard DSP isn't going to be too happy running running at that rate for a long time. EDIT2: I set the application's framerate to 120hz as a test and i am
Hello,following this tutorial :https://developer.oculus.com/documentation/unity/unity-isdk-create-locomotion-interactions/i am blocked because i have to extract one prefab from a scene, but i can't find it (sorry for my bad english): locomotionExamples.So impossible to do this step :"Adding Locomotion Interactors for Controllers"I have the last version ofmeta XR All-in-one sdk andmeta XR interaction sdk Ovr integrationif someone can help me please ?
I'm trying to build an application on the oculus quest 2 using the Meta Avatar SDK. I want to use my personal avatar during the game. It seems to work correctly in the editor but when I try to build the apk, I see the default white avatar in game.The same error occurs when i build with the "Zip" option. How can I solve it?
Hello dear friends,I recently downloaded the Phanto project to test out the new room scanning capabilities.I added the Voice SDK to this project V56, and this works great in the editor.However, when I make an Android build for the Quest 3 it seems very much so that none of the Android-specific code works properly. It doesn't seem to initialize the voiceServiceImpl or the logger.Now since it works on PC without any issues I'm 100% sure it's a small fix but for the life of me I can't figure it out.Code in InitSDK:#if UNITY_ANDROID && !UNITY_EDITOR VLog.I("Android specific code"); if (UsePlatformIntegrations) { VLog.I("We are using platform integrations"); Debug.Log("Checking platform capabilities..."); var platformImpl = new VoiceSDKImpl(this); platformImpl.OnServiceNotAvailableEvent += () => RevertToWitUnity(); platformImpl.Connect(PACKAGE_VERSION);
Hi there, I'm using Unity version 2022.3.10 to develop a VR game for Meta Quest 3. I'm splitting the application binary into APK and OBB. I'm uploading my builds and installing them on the Quest 3. When I open my app it's seeming to use up a lot of memory on start, even though I am not currently including any of my asset bundles, and it is crashing on start due to memory overload and giving a "Low Memory" error. My APK size is small, about 66 MB. When I brought the main OBB size down to 700 MB it didn't crash. When I brought it back up to 2.6 GB it did crash. It was also crashing when the main OBB was 3.1 GB. Previously I had thought the max size for the main OBB had been 4 GB, and I had been able to upload builds with the main OBB size being up to around 4.1 GB. If I had gone higher than that, it would crash, similar to what it's doing now seemingly. Does anyone know if Meta recently reduced the max size for the main OBB down to 2 GB, or is it still at 4 GB? Any help is appreciated, t
Hi!We have the following, independent updates that are not aligned with each other:- Unity Update (for rendering)- Unity FixedUpdate (for physics)- Quest controller tracking update (for the physical device)My goal is to achieve possibly accurate physics of an object moved with the Quest controller. Unlike in Unreal Engine, the Unity3D physics reaction to controller-tracked objects is a total mess. Is there some information available on how to align different kinds of updates so that I can make the physics work?Thanks for help!Pawel
Hello. I'm trying to figure out Interactions with the Meta XR all in one SDK. I can pick up a cube (woo!), but I cannot grab a sphere at a distance. I was following what I could find around the Interaction SDK and recently downloaded the SDK for XR-Interaction-sdk-ovr-examples, which I took at face value when it stated, "Contains sample scenes, prefabs, and art assets for Interaction SDK, using OVR variants of the player rig.". I cannot find any scenes in the package that I can successfully import to my Mac project. Can anyone steer me right? Are scenes just not included in this release? The App Lab project works great and I want to decompose the scenes used here to make sense of it for my project, which is suffering from a lack of clear documentation.Thanks for any help on this.
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