Unity Development
Recently active
If I want to use any shader affect on an object in AR I can't use the Depth Shader and then you see the objects through my arm. What is the best way to combine two custom shaders? I want to use another shader that creates an invisible material that still receives shadows. I will probably need to combine multiple shaders with the depth shader one in the long run. Here is the link to the depth shader: https://github.com/oculus-samples/Unity-DepthAPI/tree/main
Hi, I wonder when Meta is going to enable glass-like materials to compite with other platforms. Meanwhile, is there a way to simulate frosted glass effect over the passthrough on the Quest 3?Thanks!
I hope this message finds you well 😊. I am currently engaged in Unity VR development and navigating through the intricacies of creating immersive experiences.Given the dynamic nature of VR technology and Unity's evolving landscape, I'm curious to hear about your experiences and insights. Here are a few specific points I'd love to get your thoughts on: 1. What strategies have you found most effective for optimizing Unity VR projects to ensure a seamless and immersive user experience, particularly when it comes to resource-intensive elements like graphics and interactions?2. Have you faced any specific challenges when integrating Unity VR projects with external hardware or third-party plugins? How did you overcome these hurdles, and are there any cautionary tales or lessons learned you could share? I genuinely appreciate your time and expertise in addressing these questions. Your insights will not only aid me in overcoming current roadblocks but will also contri
Hi,I am struggling trying to work with Spatial Anchors and what looks like a bug. I am creating a few gameobjects in the virtual room, adding Space Anchors to them, saving the room anchors to local storage and reloading them. I save the uuid list so I can reload the objects even if I close the app and run it again. It works fine but, in some "random" situations, the LoadUnboundAnchors returns a null UUIDList as if it were no Unbound anchors to be loaded. When this happens I can try and try to load them but always get the same result. But... if I create a new anchor in the session and save it, then I can reload all of them.🙄 Once they are loaded I can remove all objects and anchors and reload again and works fine.So, it looks that I cannot load correctly the saved anchors unless I have previously saved one in the same session. I know that they are correctly saved because after creating a new anchor in the empty room I reload them succesfully.Anyone else have this problem? &nb
Hello all. I am quite new to developing for VR, and have been attempting to work through the tutorials Meta gives for Quest 2 development using Unity (I am using 2022.3.7f1). I did the Playground Tutorials (https://developer.oculus.com/documentation/unity/unity-tutorial-basic-controller-input/) to set up hand tracking and using controllers, and want to move on to locomotion. I acquired the Locomotion sample, and I can get it compiled and running on my quest 2 and everything works as it should. However, I can not get the Create Locomotion Interactions tutorial working on my project or figure out how to apply what is in the sample to my project. I followed the parts for the tutorial to try to accomplish locomotion with my Right hand (I can move onto Left hand and controller locomotion once this aspect is working) - which involves adding LocomotionHandInteractorGroup to your hand, creating a Locomotion GameObject, and copying in some mesh files from the Locomotion Sample. As far
Hello, I'm pretty new to game dev in general, so my debugging skills are next to non-existent in this department. This issue doesn't look like it has a solution yet I can find, and I'm not sure how to fix it.I'm using the Starter Samples from the meta github Bouncing Ball scene under the SceneManager section, which should allow bouncing balls to bounce off of the passthrough real life objects. When I press play in the Unity application while running the Meta XR Simulator, the bouncing balls do bounce across the floor when the trigger is pressed as expected.If I build and run on my meta quest 3 or try to press the play button, everything works except the balls just spawn and fall straight down into infinity. I haven't edited anything, just using the sample scene as is. So I'm assuming this has something to do with the room tracking from the headset not properly being used with the application? I have point cloud share turned on and enabled permissions for spatial info when prompted
So i am using the script from the loop back sample provided by meta, i have achieved record the animation and playback, but the animation is quite desynced with the audio that was recorded at the same time. For animation, i just save a list of processed PacketData, then reinsert them back to the avatar that i want to playback, releasing it at the end. For Audio recording, i just use the default unity recording. Everything comes out, animation played well and audio too, but as the time pass, maybe after 10 second, the animation becomes no long align with the audio that was recorded at the same time. Seems animation plays a bit slow. Is there any way to fix this? feels very sad since already figured the way to make it work(may still not be the right way though)
When I install OpenXR Plugin alongside Meta XR All-in-One SDK I get this warning in Project Validation to use Oculus XR Plug-in instead of OpenXR.What is the recommended/correct approach to achieve cross-platform compatibility with OpenXR while using Meta XR SDKs in that case? Or should I ignore this warning?
Hi, I'm trying to enable Dual-core mode for my VR-application. I'm using Unity 2021.3.28f with Oculus Integration v55. My Quest 2 is also system version 55. I added the snippet bellow to the Manifest as stated in the documentation: https://developer.oculus.com/documentation/unity/po-quest-boost/ <meta-data android:name="com.oculus.dualcorecpuset" android:value="true" /> However it is not showing CPU level 6 as it should for Dual-core mode. CPU & GPU level 5 do work, so the SDK v55 is correctly installed.Any other settings that need to be set? Another Unity version required?
Hey 🙂I'm a newcomer to Unity/Meta development, I've created a small app whereby I can chat to an AI powered NPC in passthrough. It works ok, however on my NPC there are dark/black areas, not sure if they are shadows, I'd like to know how to remove them please?I'm using 3D Core, the Unity version is in the screenshots. I've tried experimenting with Directional Light but have had no luck. Any help would be really appreciated.
Hi, On a clean project, Unity 2022.3.10f1, with the "Meta XR Interaction SDK OVR Samples" v59.0 on a scene like "TransformerExamples".Everything work perfecly fine if I disable "OVRHands" (OVRCameraRig->OVRInteraction->OVRHands).But a soon as I re-enable OVRHands Unity crash witjh the edito.log I put in attached files. ;-(Can you please help me ?Everything was working fine on older versions of the SDK, hand-tracking was working perfecly but on the new version Unity crash when I hit play on the demo scenes with hand tracking.
Hello, I am currently looking for a way to independently capture controller inputs with my custom Unity application while VR games are active through SteamVR, communicating with a PC via Oculus Link. Specifically, I am seeking a method to continuously acquire input data from the controller (such as A, B buttons, and the joystick) while the VR game is in focus and my custom application runs in the background. However, at present, when my custom app goes to the background, the capture of controller data is interrupted. Is there a way within the Oculus SDK or Unity settings to redirect certain inputs to my custom app? Also, I would appreciate any information on whether the SDK has settings that support background input or any other potential solutions. I would be grateful for any hints on how to achieve such a setup or advice from anyone who has had a similar experience. Thank you for your cooperation.
I'm wondering if anyone has any tips on swapping out a held object. I'm using version 59 of the SDK and I'm grabbing the object with my hand (not the controller). I'm looking to force release a held object and force grab or instantiate an object to a grabbed state.TIA
Hello!I am using URP, Unity 2021.3.14, OpenXR Plug-In and Passthrough. Any transparent materials will have Passthrough (on Underlay) shine through, even if it should be blocked by a solid object. It makes everything transparent look grey because of the Passthrough Not using any transparency is not really an option for me. Did anyone encounter this issue and/or has a solution for it?
Hello,Would anybody have any advice for "animating" meta avatar hands with custom, animated skeletons?I am trying to map Meta Avatar hands to a custom hand skeleton. But as you can see in the img below, the avatar hand is animating very incorrectly. The white hand is our own, is configured with OvrAvatarHandJointType components, and has a skeleton driven by an animator.I am using a OvrAvatarCustomHandPose to read from this skeleton.I have a feeling this may be related to the HandSkelLocalForward property in the OvrAvatarCustomHandPose?Thanks in advance
Hello, I have a question about the Oculus integration from the asset store. It has recently been referred to as Deprecated.I have many Toturials here that require adding this Oculus integration as one of the steps.hat should I use as an alternative here?Thanks for every tip Jo
Hello! If I build my unity game and push it to applab the update downloads the whole game instead of just update the necessary files. I'd like to ask if someone could tell me why?
Hello everyone!I'm super new to VR development and trying to set up both hand tracking and control support in my Unity project. I've downloaded the latest Oculus Integrations v46.0. When I'm adding "InputOVR" to my project, no pre-configured settings are applied or components added to this prefab. Please help me how to configure the same.Thank You
I am trying to push my rift build on oculus store and. I am getting API_Error. I am building on mac and trying to upload it from Meta Quest developer Hub.. Please help
I'm having difficulty linking my Windows pc to Quest 2 device. I can airlink them and get the code verified, but it goes into Ocuus Mirror mode immediately, and I cannot exit unless I turn it off. It simply says, "Your Library is empty, You have worlds to explore. Fill your library with apps and games from the Oculus Store!" The Oculus menu button doesn't work, and nothing seems to work when I'm in that mode. Can anyone help me with any tips? All I want to do is to work on my Unity project.
I am trying to do the shared spatial anchors demo (https://github.com/oculus-samples/Unity-SharedSpatialAnchors). I built it to my quest device a while ago, and it worked fine. Then yesterday, I tried it again and it seems no longer to be able to access the user account info: private void GetLoggedInUserCallback(Message msg) { if (msg.IsError) { SampleController.Instance.Log("GetLoggedInUserCallback: failed with error: " + msg.GetError()); return; } SampleController.Instance.Log("GetLoggedInUserCallback: success with message: " + msg + " type: " + msg.Type); var isLoggedInUserMessage = msg.Type == Message.MessageType.User_GetLoggedInUser; if (!isLoggedInUserMessage) { &nb
I get the following every few minutes ```EntryPointNotFoundException: ovrp_QplMarkerStart assembly:<unknown assembly> type:<unknown type> member:(null)```Any suggestions?
Trying to create object which will be grabbed with two hands. Object might have physics when grabbed with one hand.
Hello,We are using quest3 for the development of a multiplayer game with colocation in unity 2022.3.4.With the update of the quest for v59 the function Oculus.Platform.Users.GetLoggedInUser starts retrieving 0 as result, without any error.Our app has the UserID and User Profile feature granted and we are getting the right values in quest with v57.We already open a ticket in the Developer Support and int Meta Store Support. but they are unable to resolve the issue and redirect us to the forums and documentation. None of those are effective.How can we solve this issue in v59?Thanks
Hello MetaI saw on youtube that you said you will release this sample. But I didn’t see this in oculus integration sdk v57. So when will this be released? This sample will be very helpful for our ongoing development. Thanks for your great work.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.