Unity Development
Recently active
None of the oculus scene features:-room data, Anchors, Shared anchorsseem to be working over link in unity editor. They all throw the following error. I've tried the Shared Spatial anchors sample project, Discover sample project, as well as the sample scenes in the Oculus XR Plugin. I also tried rolling back the Oculus XR plugin to older versions.
App Entitlement started failing for me since my headset updated to v59. Here is the error I am getting in my Unity game when I try to play a non-release channel build:E Unity : ERROR MESSAGE: user does not have app in libraryE Unity : ERROR CODE: 7E Unity : ERROR HTTP CODE: -1Does non-release channel deployment not work anymore? I am trying to test my app by running directly from Unity.
There is a tutorial on how to create an OVRSceneManager component, but after creating it and placing a cube in a scene, the cube isn't actually placed in a room like it should be. After taking off the headset and putting it back on, the position of the cube is being reset! I noticed that the Phanto project doesn't have this problem, but I can't find a solution for my project. Isn't this something that should be already documented in https://developer.oculus.com/documentation/unity/unity-scene-gs/ ? I can't really create any mixed reality apps without this feature and there is no solution documented anywhere.
I have been getting the error below in my Unity 2022.3.11f1 project with the Oculus Integration v57, Oculus XR 4.1.1 when I click "fix" on the error "[Compatibility] Build Target (Unknown) is not supported" in the Project Validation Tool as seen in the screen shot here. I was on the Andriod Platform at the time of this error so unsure why it suggests I fix. When I click on the error the fix created, it takes me to OVRConfigurationTask.cs as the source. I am including a new, fresh project with only the above installed plus the Meta Avatars v20.3 with the hope someone at Meta can take a look. https://drive.google.com/file/d/1z_M8UTlkG7qhQRe9mtgTg1e-vO9V-XAO/view?usp=sharing It can also easier be reproduced via installing the above in a new project.NullReferenceException: Object reference not set to an instance of an objectOVRConfigurationTask+<>c__DisplayClass51_0.<ToValidationRule>b__2 () (at Assets/Oculus/VR/Editor/OVRProjectSetup/Tasks/OVR
I created a software to output eye tracking data as CSV files, and I want to access the internal folder of MetaQuestPro on my PC and extract the output files, but MetaQuestPro does not appear in Explorer even though it is connected via C-type cable and OculusLink.
I want my player to jump. In OVRPlayerController.cs, I commented out the following code. if (!Controller.isGrounded)MoveScale = MoveScaleFloatValue; After that I set my Gravity Modifier to 0.1, and I called the jump function from a different script using if (OVRInput.GetDown(OVRInput.Button.One)){gameObject.GetComponent<OVRPlayerController>().Jump();} Now my player jumps, but it is not smooth. The player falls down too fast. And If I try to move while jumping, my player moves too fast. Maybe 10 times faster than when I am walking. How to solve these two problem. Mostly the second problem. Can anyone help me? I am stuck in this problem for nearly 4 days.Thank You.
Every object has extraordinary sharpness and that is specifically compromising the quality of the overall quality. Look at the bookshelf lot of Sharpening from a distance.using Unity Version 2021.3 URPafter applying all optimization render setting also likeAnti-aliasing x4render scale > 1
Hey everyone,I've encountered an issue with my project and was hoping someone could assist me. I'm currently working on a project in Unity where I'm trying to load a personal avatar and pass the entitlement check. Initially, everything was running smoothly, but all of a sudden, I started encountering the 'oculus.platform.models.error' error.I took the step to update the Oculus app, and the issue seemed to resolve itself, as it started working again in the Unity editor. However, when I created the APK and tried it on my Oculus device, the same error popped up again. Strangely, this error now only occurs on my Oculus device, while it's still working fine within the editor.And this doesn't not happens at all to my friend.Here's the code snippet I'm using for the entitlement check. Could someone kindly assist me in debugging this?Thanks!public class UserEntitlement : MonoBehaviour{[SerializeField]private static ulong OculusID;[SerializeField]private Action OnEntitlementGranted;private void
Hi,I'm trying Depth API so I must enable experimental features on my Quest3 using "adb shell setprop debug.oculus.experimentalEnabled 1". I got surprised this morning to see that, after shutting down the helmet, DepthAPI wasn't working anymore because I had to execute the adb command again ? Can't this feature be definitely enabled ?Thanks
In the days of the Integration SDK, it was possible to upgrade all the materials using the Unity Built-IN to URP converters. It was frustrating as this had to be repeated every time you upgraded the package, but it was manageable. However, with the move to the newer UPM package delivery, the materials are all read-only due to the nature of UPM packages, and thus cannot be upgraded, making UPM built projects (which I prefer) can only be built with the legacy "built-in" pipeline.Could we have a variant of the XR.Utilities Package (or preferably move the materials to the Standard assets package and have two variants there) for BI-RP and URP, please.I did try just copying the package to a project, but due to the nature of URP, but due to the nature of UPM, that did not work. Moving the package to the Unity projects "Packages" folder did work, but then creates an upgrade issue again. Ideally, the UPM packages need to support a maintainable path for URP and non-URP pipel
Hi !I'm using OVRHand (in addition to OVRSkeleton, OVRMesh and OVRMeshRenderer) to display finger tracking locally, and then to display the same for remote users, in a multiplayer app.It works well (for remote users, I made an equivalent of OVRHand but which handle serialized data of the local hand), but I have one small issue so that it is fully clean. Currently, for remote hands to appear, the local user hands haver to appear once. It is due to a check in the initialization code of OVRSkeleton and OVRMesh, in their ShouldInitialize method, that only occurs in the editor: if we are in the editor, in addition to all the normal checks, the scripts checks that OVRInput.IsControllerConnected(OVRInput.Controller.Hands) is true before initialzing, blocking the hand rendering for remote users using their hand if the local user is not using their hand. In a built app, it will work, and I can fix easily this localy by editing this editor only check.But when I'll get the package
Hi,We have been trying to integrate Add-ons into our app. However, on invoking the IAP.LaunchCheckoutFlow(sku).OnComplete((message) => { ... });method, we encountered an issue where the dialog appeared, displayed a loading indicator, and then closed immediately. Upon checking the logcat, we found no abnormal logs. However, we did notice a message containing the grant time, expiration time, and add-on details. Also, The OnComplete callback is never fired and no errors are thrown.To verify this information, we called the S2S API, but the response did not contain the add-on. We are uncertain as to why the dialog is closing immediately and would greatly appreciate any assistance.Thank you in advance.
I am working on Shared Spatial Anchoring. It saves Successfully to the cloud. when I started OvrSpatialAnchor.share function, it shows "-1006 error code and operation failed". But I already added App Id and also granted permission for user id and user profile from app manager.
Hello,I'm trying to get Scene data, so following the tutorials, I wrote a script that waits for the scene to be loaded and then iterate over the SceneAnchors.It worked in one project. I took this c# script and moved it to another project, duplicated the bouncing ball demo scene and added my script there. My script is pointing to the OVRSceneManager that exists there in the bouncing ball scene.In the logs, with verbose on, I can see the scene is being loaded and finishes successfully, with the OVRSceneManager object but the SceneModelLoadedSuccessfully not being called in my object.This is in my codeif (_sceneManager == null){_sceneManager = FindObjectOfType<OVRSceneManager>();}VRDebugger.Log(" Scene Manager" + _sceneManager);_sceneManager.SceneModelLoadedSuccessfully += SceneModelLoaded;What am I doing wrong?
Hello!We are developing a VR Unity project and running into an issue when viewing on Quest 3. When looking at an object and moving your head left to right, the object (especially text) shakes back and forth an excessive amount. We've dialed in aliasing, so this appears to be a separate & different issue. Environment is otherwise performing well, but when getting close to logos and moving left to right, there seems to be a refresh rate and/or frame rate drop. This does not happen at a distance - only when getting closer. Any best practices/thoughts would be greatly appreciated. Project Details:Target platform is Quest 2 and Quest 3Unity 2022.3.7f1 with Android/UWP/Windows modulesXR Interaction KitXR Plug-in Management - Oculus Project Panel Settings (Images):Player settingsPlayer Settings 01 - https://app.box.com/s/szl1eti3qka0xjdq7cus04ya0vgc4eezPlayer Settings 02 - https://app.box.com/s/xxah3833ce29gwfaz829ap6skdkkafucPlayer Settings 03 - https://app.box.com/s/
when i try to buy something in my game it works fine and the menu shows up, but when anyone else try's to buy something it says insufficient permission. can anyone help?
I have to trigger the oculus screen recording feature from my Unity3D application.I need support in building a screen record with audio feature in Quest2.Tried multiple things but my last resort is to start the recording from the oculus inbuilt screen recorder but trigger it from in game.Help would be deeply appreciated.Thanks in advance.
I need to enable Spatial Data permissions for my app on Oculus Quest Pro. When I go to this menu from settings, the app does not appear. The app is obviously installed on the headset. What is going on?
Hey,I copied and am trying out the demo project from https://github.com/oculus-samples/Unity-SharedSpatialAnchorsEverything works fine, until I share the anchor. I can get two users to join the same room, a user can create an anchor, and the console says everything is working fine. The user can share the anchor, and the console says share was successful. However nothing happens for the other users. They do not see the anchor. Is there something the other users are supposed to do in order to find the anchor? I feel that there is something simple that I am just missing.
Hi All.I am playing with passthrough and the Virtual Furniture Scene. I can get it to work fine. Now I want to replace the standard furniture items with something else (a rock for instance). This is so that I can build a scene that uses the objects in the real world as scenery (and the user wont bump into them - in theory).The problem:* I can add a rock (for instance) as a child to the original prefab (the table) and it appears in my scene but is unscaled. So I know that there is no problem with the actual prefab (the rock) itself* When I create a new scaleable prefab (i.e the rock prefab with the added 'Pivot' game object and the 'Simple Resizable' script) - adding it to the Plane and Volume runs the apk happily but my new object (the rock) doesn't appear in the Scene.I am stumped. I cannot see any problems. The Resize script is - simple! It should just be scaling the object that it is attached to but doesn't seem to want to for some reason(!)
Hello developers,I am working on a Meta Quest 3 project in Unity 2022.3. This Unity version needs Android Target SDK version 33 for some video plugins I am using. But, when I try to upload my project to Meta Quest Lab, I get this error: "ERROR: Android Target SDK version is 33, but should be 32 or lower (targetSdkVersion in AndroidManifest.xml)."The issue is, if I change the Android Target SDK version to 32, the video plugins can't be built on Unity 2022.3; they would need Unity 2021 instead.Has anyone else had this problem? How did you solve it? I would really appreciate any advice or solutions you might have.Thank you for your help!Best,Jose
Hi!I'm experiencing an issue with debugging where the only thing that shows up in Android Logcat is a gigantic stream of errors.Here are a few of the highlights - there seem to be no ends to the new errors it will throw:Error | Tracking | AnchorCacheHelpers: Nearby anchor does not exist in shared memory!Error | SyncBossHAL | [error ] syncboss_hal_input_helpers.c(177): Failure reading cache data when attempting to check if input is awakeError | [CT] | SpatialAnchorPipeline: [Throttled count=49] checkStateEq: getActiveGuardian Called in an invalid state. IDLEError | AppOps | java.lang.SecurityException: Specified package system under uid 1000 but it is notError | SensorService &nb
Hi,I'm trying to use OVRInput.GetControllerBatteryPercentRemaining() to get the controller battery percentage but it always returns 0. I guess this is a bug in the OVR plugin.Does anybody know a workaround?
You need to connect to the BLE device that takes the heartbeat measurement to Quest2 and receive the data. Please teach me the way.
I am trying to build an application for the Meta Quest 2 where I have a 33 million point cloud of a building and I need the player (avatar) to interact with it and other object that I keep there. I have successfully imported the point cloud but I am facing issues with the placement of objects in the point cloud as it seems I need to maintain the axes of both to make it seem like the real world. I would appreciate any suggestions on how I can perform the scaling and aligning the axis to make it seem like the real world. Thank you.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.