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Hey all,I've been encountering a rather frustrating issue with Quest 3 (not on Quest2), and I'm hoping that someone here might be able to provide some guidance.We are seeing a random micro stutter where our frame rate drops from 72 to 1 -- this stutter happens randomly and the strange thing is the frame rate always drops to 1. The screen freezes but resumes back after a fewWe've updated our OVR Plugin to v57 and the issue still persists. Attached are two profiler screenshots from MQDH and Unity -- on unity profiler we can see the stall is in Gfx.WaitForRenderThread.Anyone else seeing this ? We've seen reports from players who have seen in it other games as well
The Quest Pro passthrough video feed lags considerably when entering Play mode in Unity and using the Link cable. Virtual objects render at > 72 FPS (reported in Stats window), but the video underlay from the real world feels like ~3 FPS. Additionally, the passthrough often does not work at all over the Link cable---specifically, if I remove the headset after running the scene (but leave the device plugged into the Link cable), the next time I put the headset on and run the scene results in no passthrough video (black background) or a warped still image of the passthrough video that does not change as I move/rotate my head. The tedious fix for this issue has been disconnecting and reconnecting the Link cable, and then re-enabling the Link in the headset.The same scene works fine (consistent, no passthrough lag) using a Quest 2. I am using a desktop computer with an RTX 3090 and a USB 3 connection with >2 GB/s throughput. As indicated in this post the passthrough works f
I'm making a game that moves with my body using Passthrough. It is difficult to use IMU sensors for all objects. So I want to attach an AR Marker to an object so that the virtual object follows the movable object. Is it possible?Or is Object Detection available on the SDK?
I was trying to publish my VR app into meta app lab and came across a site which lists many criteria's that should be satisfied by the app inorder to publish the app into app lab. https://developer.oculus.com/resources/publish-quest-req/My doubt is whether my app really need to meet all the criteria inorder to get published into app lab (Not speaking about alpha, beta channels. main production). Many criteria's are like you need a website link for your app, and you need to generate link that points to the privacy policy and all. Is that all necessary and or just for the sake of it. Also the specifications about the logo, cover photo need to be precise as it is mentioned in this site. Looking forward for the help from you community because I could not find many resource about publishing the meta app into app lab in production stage.Also one more doubt was that I am using linux and oculus developer hub is not supported on linux. Web upload is deprecated. I created my application in
I updated my Oculus Quest 2 to the newest version (49.0.0.207.357) 5 days ago and since then my device does not recognize my Room Set Up anymore when I start the editor with my headset plugged in, Oculus Link on and the headset active. I am getting this message:"Scene Capture does not work over LinkThere is no scene model available, and scene capture cannot be invoked over Link.Please capture a scene with the HMD in standalone mode, then access the scene model over Link.If a scene model has already been captured, make sure the HMD is connected via Link and that is is donned."Please help, it makes it incredibly slow to test anything related to the MR Room Setup in my game because I have to make a build for each iteration.
I'm using Quest 3 in Unity (XR plugin) with a cable Link. Just upgraded my project from BRP to HDRP and the game view is not shown in Oculus anymore. It worked fine with BRP. Is it generally possible to run HDRP via Link? Anything special to consider? Thank for help!
Since we updated one of our Quest 2 devices to operating system version 59 our android code for requesting permissions no longer works.private void checkPermissionsAndInitialize() { // check permissions List<String> PERMISSIONS = buildPermissionList(); if (mainActivity.hasPermissions(PERMISSIONS.toArray(new String[0]))) { intialize(); } else { ActivityCompat.requestPermissions(mainActivity, PERMISSIONS.toArray(new String[0]), PERMISSIONS_REQUEST_CODE); }}@Overridepublic void onRequestPermissionsResult(int requestCode, @NonNull String[] permissions, @NonNull int[] grantResults) { super.onRequestPermissionsResult(requestCode, permissions, grantResults); intialize();}private void intialize() { Log.d(LOG_TAG, "Build version: " + Build.VERSION.SDK_INT);}This snippet should be straightforward but for some reason the if statement always evaluates to false and onRequestPermissionsResult is never called, so the log is never printed. (The 'hasPer
I am encountering a memory leak in the meta os with my vr game i'm developing using unity for my headset, this is a issues that has persisted since os v56 and is ruining my ability to test my game to make sure it runs, works as intended and is optimised. (happening with other vr games)
So I was updating a project in unity to the v57 and all the passthrough functionalities broke. Im trying the default Passthrough scene and even that one doesnt work. Also the spatial anchors doesn't work neither.Even a new empty project with the oculus integration package doesn't work the example scenes of Passthrough or spatial anchors.Any idea on how to solve it?
Hello there! I'm a new to Oculus SDK developing. I need to add achievement in my game and facing some problems with it. I already install Oculus Integration to unity and implement just one unlock function of one achievement, that already has been added to my dashboard as simple client-authoritative with name "COMPLETE_TUTORIAL". I also setup Platform Settings in Unity editor with some test email/password from my test user in dashboard and type in APP_ID there. For some reason I also initialize Oculus.Platform.Core.Initiailize(APP_ID) in code. After that I invoke Oculus.Platform.Achievements.Unlock("COMPLETE_TUTORIAL") when custom event happened in game. In editor I also debug this moment and code is reachable and works.Then I build my game and send apk to Quest 2 and try get this achievement in game, but nothing happened when I finished my event... Need some help with this... I think, maybe I should upload game to dashboard? I'd appreciate any help!
I am using Quest 2 controllers represented as hands. Started with the Complex Grab sample scene. I've created a custom object with custom grab points, hand pose, etc. and that works fine.What I have been trying to do is, if you have picked up an object the object + hand should collide and not be able to pass through a panel. Think of, for example, drawing on a board. You don't want the pen and hand to simply pass through the board.I know ways to do this in normal Unity or using XRI Toolkit - it's a fairly trivial thing - but the Interaction SDK is not playing nice.I also tried deconstructing the pin board prefab and using those OneHandTranslateTransformer and InteractableTransformerConnection components but I couldn't get it to work how I want. For one, they affect rotation as well as position but I just want to constrain position. In addition, those constraints kick in the moment you grab the object, but I need the constraint behavior to happen only when the tool (e.g., a pen) touches
How do i set my own Skeleton Joints transform objects instead of creating new ones when i load my Meta ? for example instead of creating Joint Objects (Head/both hands etc..) i already add them to my avatar prefab but the ovr scripts still creates new ones
I'm trying to figure out how to do the room scanning on Quest 3 (like in the demo app "first encounter", not the basic plane detection that sets up walls from your room setup). I'm pretty frustrated with the lack of documentation and I'm having a lot of trouble getting this going. Does anyone know how to get this setup, or just some pointers in the right direction?
The new meta quest virtual keyboard has far too many draw calls out of the box. I measured 3k draw calls in just the demo scene alone, most of the draw calls are coming from the virtual keyboard. I've tried SRP and URP and both have the same amount of draw calls. Am I using this wrong? It doesn't seem like this is usable on quest in its current state.
Hi, I am completely beginer about unity and meta quest 3. I want to see some object in VR, so I put OVRCameraRig and cube in my project. Then I executed Build and Run, but I cannot see the object in VR world. Could you tell me what is the problem and how to correct it?
Is it possible to support Vuforia or AR Foundation image tracking feature in the future? Or the QRCode function is also available, is it possible to open it in the future? I apologize for my poor English, I am using DEEPL for the translation.
Hello everyone, my company has a social app on Quest 2. There is an intermittent and unpredictable bug that happens where 100% of the sound from the app cuts out and the user hears nothing. We cannot find any consistent way to reproduce the problem but it happens somewhat regularly for users in normal conditions. Taking a look at some debug values, no audio sources are muted and the audio listener is also not muted. The device volume is up and the audio listener volume is also full. I was trying to determine on what level the device was muted when I found that setting up an android listener to check if we had audio focus CAUSED the problem. This is the command called:var unityPlayerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");s_mainActivity = unityPlayerClass.GetStatic<AndroidJavaObject>("currentActivity");s_androidAudioManager = s_mainActivity.Call<AndroidJavaObject>("getSystemService", "audio");int result = s_androidAudioManager.Call<Int32&g
We cannot install nor remove our own app updates. Inviting and accepting leads to receiving version update BUT still does not change access issues/denials. Who to contact to get this fixed ASAP?
Hi, quest link is properly connected and running the home view (with infinite empty space and QL panels) but when I hit the play button on Unity the app try to launch since I see a half sec black screen then it immediatly returns to QL home and computer view displaying Unity in play mode. Tested with different apps of my own and other templates. Everything was working fine before last oculus updates. Same issue occurs on Quest2, Quest Pro and Quest 3 headsets. Please help!
Hi, I am developing app for Quest 2 on Unity. After one of spring Quest OS updates performance had degraded at times. The most frustrating rainbow noisy pixels on the right side. I uploaded demo apk file in which you can see this problem. I tried to change tones of Unity settings, but nothing helps. I see a lot of posts about this problem. Hope you find solution. My team is very demotivated with this issue.Some technical details.I use compute shaders and Unity Graphics.DrawMeshInstancedIndirectMaybe this problem is related to translucent materials, I have a larger number of transparent particles being drawn. Before update app had good performance with 150k particles, after problems begin after 50k particles.With OpenGL framerate better, on Vulkan performance loss worse.Rainbow pixels problem have both, but seems Vulkan slightly less.For some reason, when I try to record a video through the Meta Quest Developer Hub, the problem disappears, so I uploaded the APK with problemhtt
Passthrough works fine on host player and shows him his room, but when connecting as a client the client's room is black. I am using Mirror in Unity 2021.2.7.What might be the source of the problem? Is it possible to connect to someone in multiplayer and use passthrough at all?
Morning Everyone,For my project I'm using Unity 2021.3.8 with Oculus ingration v56 Wwise v 2022.1.8I've recently integrated Wwise in my project to add sounds with the Oculus Spatializer.Here is a list of the steps i've taken:Download Wwise launcherSelect integrate on my unity project downloaded Oculus Spatializer for wwise plug-in and copy/pasted the two file (dll and xml )in the audiokinetic Authoring/plug-in repositoryafter integration ended succesfully i've added some sound to my experience via the newly created wwise project (following the documentation guide in order to use the spatializer pulg -in)added the soundbanks Results:Audio in Unity Editor are working fine but upon building my experience for Android the build does not play any sound and unity is debugging that the ddl and the .so file of the Oculus Spatializer Plug-in cannot be found i've already tryied to: modify the wwise integration in order to update it, removing the wwise folder and reintegrate i
When connecting Quest3 via airlink to Unity (play mode), head rotations are not visible in the headset. The tracking works ok in the unity desktop game window, but in the headset is no tilt. It seems the scene is always centered. Eg. a cube will not tilt when I tilt the head. Tracking the head sideways and up/down works but rotations seems to be deactivated. Maybe there is a kind of billboard function that prevents tilt rotations? Any suggestions?
Hi, when connecting Quest3 via airlink to Unity (play mode), head rotations along the Z axis are not tracked. The tracking works ok in unity on desktop, but in the headset, the there is no tilt. It seems the scene is always centered. Eg. a cube will not tilt when I tilt the head. Tracking the head sideways and up/down works. It seems there is a kind of billboard function that prevents tilt rotations. Any suggestions?
Hello,Im developing an Oculus game and i tried the bouncingball demo that came with the Oculus Integration in UNITY. before i ran the demo, i use the Oculus OS Guardian to specify the floor, and the walls of my actual real life room. Then i ran the bouncing ball demo.In this demo Im supposed to be able to throw a virtual ball and it should bounce off the walls in my real life room, but the ball just falls thru the floor and passes thru the walls and never bounded off anything.Does anyone know why this is happenning? has anybody gotten this to work.I tried using Oculus Integration version 57, and 50 neither one works.Thanks
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