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Hi,when a local user has an invalid access token and wants to load a remote avatar, that avatar is broken (head, arms are stuck).That thing should not happen because the remote user has an avatar and has a valid token as well.Therefore, the network info should be fine. However, I found that if local user has an invalid access token, the remote avatar is not loaded, it is replaced by the default one (broken).I found a workaround, just sending through the network properties the remote access token, but it's not a correct solution.Has anyone faced this issue? Thanks in advace for any help.
Hello Oculus Developers, I hope this message finds you well.I am currently facing an issue in Unity 2020.3.40fc1 while trying to use the eye-tracking technique by the up-to-date Oculus Integration.I kept getting this warning issue and cannot use the OVR Eye gaze script using Quest pro. Could you plz help me?(The permission of eye-tracking has been opened in the Oculus app and device. The warning is as follows:> [OVREyeGaze] Failed to start eye tracking.UnityEngine.Debug:LogWarning (object)OVREyeGaze:StartEyeTracking () (at Assets/Oculus/VR/Scripts/OVREyeGaze.cs:136)OVREyeGaze:OnEnable () (at Assets/Oculus/VR/Scripts/OVREyeGaze.cs:110)UnityEngine.GUIUtility: ProcessEvent (int,intptr,bool&) Since the old integration has been deprecated, I tried to add the new Meta XR SDK Core package in a new project of Unity 2022.3.7f1c1. But I am receiving the following error:> [Package Manager Window] Error adding package: com.meta.xr.sdk.core@59.0.0.undefined == trueUnityEditor.EditorA
Hello All, I am trying to load Avatar from CDN. First-time avatar loading successfully. But changes the scene and tries again avatar getting below error log in response of OvrAvatarManager.Instance.UserHasAvatarAsync(xxxxxxxxxxxxxxxx). Unable to send avatar status request for _userId : xxxxxxxxxxxxxxxx Try First and Seconds time getting status log user-related:- GetUserLogged success Does anyone face an issue on loading seconds time meta avatar?
Hey guys, I have staged my room with the onboard software in the Quest 3's settings. This includes scanning the walls, doors, and adding in the furniture manually. Once I use the OVRSceneManager component to load said scene into Unity, I see the walls in the correct places but most of the furniture is floating above the ground, along with one of them being clipped into the floor. I have checked:-ScenePlane and SceneVolume are both barebones objects with the scripts exclusively, and one child with either a quad or cube with certain offsets applied as per the Meta docs.-No other components exist on either object like rigidbodies or extra colliders.-No additional offset is applied to the objects when spawned through their prefab or any parents in the scene. Does anyone know why this could happen or experienced it in the past? Any information helps, thank you!
(Originally posted in the wrong board, I didn't notice the dedicated Unity section) Hi,I'm creating this very simple VR scene on Unity 2021.3.25 LTS. Whenever I run it, I get these strange static flashing in the left eye only, so it looks fine when I close that eye but awful otherwise. When I bring up the menu, I can see the scene in the background and that static mess disappears. I'm using the Oculus SDK within Unity and hoping this is an easy fix. It's also being run on the Quest Pro. It looks fine when I test run the app in Unity and have it plugged into the laptop. This only happens in standalone.Thanks in advance for anyone that can help.Kind regardsShaun
Hello, I am trying to achive the native oculus looks of hands and pointer using open XR, so basically instead of a ray pointer i want to replace it with teardrop shape and circle like the one in the link below, and same material for the hands also.https://blog.unity.com/engine-platform/cross-platform-mixed-reality-development-on-meta-quest-3
I'm trying to setup a Canvas with a circular Image as a RayInteractable (RayInteractable component sits on the root "RayHoverSelectable" GameObject) but when I assign the CircleSurface in the Surface field of the RayInteractable, it detects it as a rectangular surface, instead of a circular surface (I can see this when I hover over the Image with my ControllerRayInteractor). The hover and unhover events do get fired so the rest of the setup works. Is this a bug or intended behaviour?
Hello,I imported the new Meta XR All-in-One SDK and replaced it with an older version of legacy Oculus SDK. This package however comes with a class SerializableDictionary. Now, I am already using a class called SerializableDictionary in my project. This obviously creates an issue. However, this issue is not easily fixed because the 3rd party asset's class and your class do not have their own namespaces.Please, in a future release add it to some kind of a Oculus.x.y.Utils namespace. The file itself is in a folder called Utils but it would be of great help if your custom classes were in your package-specific namespace.
Hey, i would like to use textmeshpro and the text in the oculus GIT doesn't seem to work. when moving it gitters.GIT: Oculus-VR/Unity-Graphics: Unity Graphics - Including Scriptable Render Pipeline (github.com)I assume the shader is not supported. What can i do to get overlay texts of TextMeshPro to get working with appsw
Hello everyone, we recently updated our project to Unity 2022.3.12f1 (LTS) and v55 Oculus SDK. Our Meta store app crashes immediately after the splash screen if you open the app after opening the Meta Store page from the Meta main menu. The app worked fine before the Unity upgrade.Here's a video of the issue: https://www.loom.com/share/b87bd347f15741efbfa08bf7aa3f5858?sid=a8a690f1-0872-4c90-9a8b-634e73cb4c48Can someone provide insights on how to address/fix this issue?
How can I set up a LocomotionInteractorGroup (to teleport and rotate) when my controllers are set up like hands? Teleportation should be triggered using the joystick of the controller as is normal when using LocomotionControllerINteractorGroup. Does using LocomotionHandInteractorGroup works? I do not think so due to the finger feature state provider required..?
If you get "[Compatibility] Build Target (Unknown) is not supported" in the Project Validation tool, just change the XR Management to OpenXR for a moment, do a build, then go back to Oculus and that seems to straighten things out. Hopefully this saves another time on this issue.
Hi there!Recently i found a bug that arrived with latest Oculus integration package. I can't tell exactly wich one but around V55.So, input system is broken when importing the Oculus integration or Meta XR package. Pointer Position and Rotation will gone and missing if we use Oculus, 4-5 month ago it worked well.First picture, without Oculus SDK/Meta XRAfter importing SDK:
Hi! On a clean Unity install I simply import the last Oculus Integration SDK.When I try to launch an interaction demo scene (DistanceGrabExamples for example) Unity crash.It seems it have to do with hands.If I desactivate hands in the hierarchy the scene doesn't crash and play normally.Here is the crash log :https://www.voxelguy.fr/Editor.logI did a lot of gamedev with older versions of the SDK and everything was working fine, even hand tracking.But this version crash Unity if I don't disable hands.I would love to use the new version. Can you please help me ?Thanks!
Hello, we are getting crashes in our Unity game . These crashes happen only on Quest2, the game runs fine on Quest1. So far we are unable to find a cause of this crash, the only relevant info we could find was in the logs (attached below).It happens in some scenes consistently, in other quite randomly. We have a persistent scene + additive level scenes setup. The metrics HUD enabled from Meta Quest Developer hud is showing there is enough memory and no excessive use of GPU or CPU.Scripting backend is IL2CPP for arm64 with openGL. Unity 2022.2.1, all the latest packages and oculus integration. Any ideas what might be causing this issue or how to proceed with identifying the cause?03-24 13:08:22.276 5578 5601 E CRASH : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 03-24 13:08:22.276 5578 5601 E CRASH : Version '2022.2.1f1 (4fead5835099)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' 03-24 13:08:22.276 5578 5601 E CRASH : Build
I want my player to be able to point towards an object with a teleport interactable attached, press it (ray press) and get teleported. Currently I can use the teleport locomotion (with controller or hands) to trigger teleport, but is it possible through ray interaction?
Hi.Is anybody using the new Meta XR All In One package yet?I am currently working on a Project and wanted to start from scratch with the latest OVR version, to have the option to implement hand tracking, spacial anchors, etc. at a later point.In the past I mainly used VRIF and XR interaction Toolkit, so I wanted to learn OVR from scratch using the quite good documentation.But now it turns out, that the documentation does not seem to be up to date:I wanted to add locomotion but neither is there an "Active State Finger Visual" on the "Locomotion Hand Interactor Group" nor do I have the example scenes mentioned in this tutorial:https://developer.oculus.com/documentation/unity/unity-isdk-create-locomotion-interactions/Can anybody tell me how locomotion is done in the latest iteration of the package? Thanks in advanceTH
I am currently producing the project using the XR interaction Toolkit.The problem is that the Spatial Anchor function doesn't seem to work. So here is my code : private OVRSpatialAnchor _spatialAnchor; ... /// <summary> /// UI callback for the anchor menu's Save button /// </summary> public void OnSaveLocalButtonPressed() { if (!_spatialAnchor) return; _spatialAnchor.Save((anchor, success) => { if (!success) return; SaveUuidToPlayerPrefs(anchor.Uuid); }); } I looked for the "Save" method because the save method did not call the defined callback.So I searched for the method and went into it. Save(Action<OVRSpatialAnchor, bool> onComplete = null),public static void ContinueTaskWith(OVRTask<TResult> task, Action<TCapture, TResult> onCompleted,TCapture state),public void ContinueWith<T>(Action<TResult, T> onCompleted, T state) The problem is OVRTask.ContinueWith public void ContinueWith&l
Hi I am trying to synchronize avatar poses over the network. For this I send the byte array I get from OvrAvatarEntity.RecordStreamData_AutoBuffer(lod, ref tempArray);When I try to apply this to the avatar withOvrAvatarEntity.ApplyStreamData(in slice)I get the error: "[ovrAvatar2 OvrAvatarAPI_Streaming] Operation (ovrAvatar2Streaming_DeserializeRecording) failed with result (NotFound)". This seems to be because the result returned from this external callovrAvatar2Streaming_DeserializeRecording(entityId, sourceBuffer, bytes)to the oculus api on line 87 in OvrAvatarAPI_Streaming.cs is NotFound. Does anybody know what this result code means or what could cause it?As far as I can tell my byte array gets transferred correctly and the entityId is set as well.
Hi there !The documentation states that it would be beneficial to use a 16bit depth buffer and no stencil, but doesnt tell us how to achieve this.Does anybody know how ?I am using Unity 2019.4 with URP 7.4 & Oculus Quest 1I tried brute forcing the depth buffer to 16 bit by editing in UniversalRenderPipelineCore.cs function: static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale, bool isStereoEnabled, bool isHdrEnabled, int msaaSamples, bool needsAlpha)Just add this line before return : desc.depthBufferBits = 16; // Override to 16 bit depthAnd it clearly works in Editor as i get a lot more z-fighting with big camera clipping planes, but when i use ovrgpuprofiler or renderdoc it still shows me DepthBuffer with 24bit and 8bit Stencil.I really hope someone from Oculus c
Hello,I want to get into coding in Unity for the Quest and want to buy a Quest 3. I own a Surface Pro 9 Laptop that can't do PCVR, but I thought I could develop anyway by creating something in unity then building it, connecting my heart via cable, then putting the .apk file on the quest and unplugging the quest, so testing the app in standalone mode.I wanted to try this with my friend's quest 2 to be sure if it works before buying the quest 3. We didn't get it to work, but multiple sources suggest it can work. Can anyone of you tell me if it is theoretically possible so I know if I should buy the quest 3Thanks a lot!
Hello,I'm trying to create a nearby connection between a Unity VR application on Quest 3 and another Unity app for my android phone.It works between two phones (older phones, both below Android version 11) but not between Quest and the phones. This is my code so far: [SerializeField] private TextMeshProUGUI MessageText; void Awake() { UpdatePermissions(); PlayGamesPlatform.InitializeNearby((client) => { Advertise(); Discover(); }); } private void UpdatePermissions() { #if UNITY_ANDROID string[] permissions = new string[] { "android.permission.ACCESS_WIFI_STATE", "android.permission.CHANGE_WIFI_STATE", "android.permission.BLUETOOTH_ADMIN", "android.permission.ACCESS_COARSE_LOCATION", "android.permission.ACCESS_FINE_LOCATION", "android.permission.BLUETOOTH_ADVERTISE", "android.permission.BLUETOOTH_CONNEC
Hie everyone! I need help in setting up my new workstation for VR development and creation.I am considering following specs:Processor- Intel(R) Xeon(R) Silver 4210 CPU @ 2.20GHz 2.19 GHz (2 processors)RAM - 256 GBStorage - 7TBGraphic Card - Is what I need help with. Should I go with Quadro or GeForce? Which one will work best for link cables and everything? Thanks in advance.
Hi there. I am trying to launch and use the com.oculus.os.qrcodereader package, which I assume is the one being used during the initial setup for WiFi setup. It listens to the android.intent.action.GET_BARCODE intent, but it crashes immediately from inside some native code in libqrcodereader_jni.so.I am a Unity developer and do not have a lot of experience with native Android applications, so I'm struggling to figure out how to approach this. Has anyone had success with launching this activity and reading a QR code?Here's some more context from logcat: 11-22 10:49:20.208 4767 4767 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 11-22 10:49:20.208 4767 4767 F DEBUG : Build fingerprint: 'oculus/eureka/eureka:12/SQ3A.220605.009.A1/49743630046900510:user/release-keys' 11-22 10:49:20.208 4767 4767 F DEBUG : Revision: '0' 11-22 10:49:20.208 4767 4767 F DEBUG : ABI: 'arm64' 11-22 10:49:20.208 4767 4767 F DEBUG : Timestamp: 2023-11-22 10:49:19
RequestSceneCapture does not scan the room. It only asks me to calibrate the floor and walls. I am using:Unity 2022.3.13f1Meta XR All-in-One SDK 59.0.0 The only way I can get the game to work is to scan my room with First encounters beforehand.Here is the difference between my application and First EncountersMy code: var classifications = new[] { OVRSceneManager.Classification.Floor, OVRSceneManager.Classification.GlobalMesh, }; var sceneManager = FindObjectOfType<OVRSceneManager>(); sceneManager.RequestSceneCapture(classifications);
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