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I am currently conducting user experience comparative research related to virtual keyboard input interaction in VR environments using Oculus. To facilitate my research, I am looking to make some modifications to the virtual keyboard provided by Oculus. For example, I would like to implement changes like inputting special characters when holding a key for an extended period. Therefore, I have a couple of questions: 1. Is it possible to modify the Oculus virtual keyboard? Are there editable assets or prefabs available for this purpose?2. If modification is possible, where can I access and edit the code related to input actions and outputs? If you have any experience customizing the Oculus virtual keyboard or any guidance to offer, please assist me. Your help will be greatly appreciated.
The build runs fine within the editor no issues at all. But when trying to build for the Android/PC, Mac & Linux Standalone/Universal Windows Platform unity throws about 30 errors at me all belonging to a range of scripts within the Unity Audio Spatializer. I have not touched these scripts I don't even know what they are. Does anyone have a fix? The errors mention no suitable method to override and type/namespace cant be found. I've tried setting the spatializer plugin within Project Settings > Audio to OculuSpatializerI've tried the 'Build audio geometry for current scene' and 'Rebuild audio geometry for all scenes'
Hi, dev.App Space Warp is such a good feature, but at the current stage I have to switch from OpenXR plugins to Oculus plugins to enable that.From my understanding, for OpenXR plugins, Meta features are enabled by extending the Unity OpenXR feature and calling function from the UnityOpenXR dll. For instance, Meta FoveatedRendering feature makes the native calls FBSetFoveationLevel, FBGetFoveationLevel, etc.Without the knowledge of UnityOpenXR entries, I don't know how to get App Space Warp working with OpenXR plugin. However, I do notice that App Space Warp extention has already been included.Can I expect an official update or is there any API document I can turn to in order to know what are included in UnityOpenXR dll and how to call the native functions.
Hi! I am working on a VR application and I need to meet VR.PC.Functional.3. I am testing this in a simple Menu Scene I designed, and it only works partially. When I hit the Oculus button to return to the Dash, the app pauses. Hitting that button again returns the game correctly. However, upon removal of the headset and putting it back on, the OVRCameraRig never begins rendering again. I looked at the component in the inspector while this problem is occurring, and it appears the the OVRCameraRig never was SetActive(true) again. Can anyone help or give me their code that works?Thanks in advance,PicoPlanet DevelopingBelow is my pause script, attached to a separate gameobject:using System.Collections;using System.Collections.Generic;using UnityEngine;public class MenuPauseControl : MonoBehaviour{ public GameObject OVRCameraRig; public GameObject Canvas; public GameObject EventSystem; void Start() { } void Update() { if (OVRManager.hasInputFocus && OVR
All of the OVRSpatialAnchor cloud methods seem to require explicit UUIDs to load or erase each anchor.How can I load/browse all cloud anchors so that I can clean them up, in the event I lose their UUID? Or can I rely on them to safely expire and clean up on their own?
I have added achievements to my dashboard. They show as published. They are 'client authoritative'. They also show up under my app's details page (View Achievements) as achievements that can be earned.In my code, I am calling Oculus.Platform.Achievements.Unlock( "WATCH_AND_LEARN" ). This seems like a great, super simple API. But it doesn't do anything.Do I have to do something else? Something to link the app with the Oculus account that is running it? Some kind of authentication? I am not calling any other 'Oculus.Platform.Achievements' methods.
As described in the discussion title. More often than not does Oculus Link crash out of existence when entering Unity´s play mode. The setup is as follows. I use an official Oculus USB-C cable to connect my Oculus Quest to my Windows10 PC while using any Unity version past 2019 (prev. versions not tested) with the Unity build in XR Oculus package (not the Oculus Integration from the AssetStore).The idea now is that when I press Play in the Unity editor I will be able to test my app in a similar way as if it was installed on the Quest directly. This worked without any issues until some recent Oculus update (can´t tell when exactly) which apparently let´s the Oculus Link app crash very often regardless of Unity Version or complexity of the scene. The Quest itself gets thrown back into the standard Quest homescreen, Unity will just be stuck on a black screen and the Oculus app will restart anew after its disappearance. That by itself is annoying enough. But the main problem is that I cann
I'm using the DistanceHandGrabInteractor from the Oculus Integration v57 to grab objects that are far away. These objects have the "Grabbable" and "Snap Interactor" components. Each object ends up in a different orientation in my hand, and I'd like to apply an offset to correct its position and rotation in my hand. However, I couldn't find a way to do this with Oculus Integration's hand tracking. How do I do that?
I have been getting the error below in my Unity 2022.3.11f1 project with the Oculus Integration v57, Oculus XR 4.1.1 and v20.3 of the Meta Avatars. I just created a fresh new project and only imported the above and am already getting the same error which indicates it was not my project in particular, but rather a bug in the Meta Avatars Library shader. Looks like sampler3D_float is not supported in this version of Unity based on my limited understanding of shaders. I have included the project where this error is occuring as I am hoping someone on the Meta Avatars team can look into this as it is causing me a lot of issues and crashes when I build. https://drive.google.com/file/d/1z_M8UTlkG7qhQRe9mtgTg1e-vO9V-XAO/view?usp=sharing Shader error in 'Avatar/Library': unrecognized identifier 'sampler3D_float' at Assets/Oculus/Avatar2/Scripts/ShaderUtils/OvrAvatarVertexFetch.hlsl(25) (on d3d11) Compiling Subshader: 0, Pass: <Unnamed Pass 0>,
Hi,What is the norm for DLC version control?As in, I want to be able to check if a DLC is updated and then re-download the file if applicable.I can think of two solutions, but I think both are quite crude and don't like them.1. Save the current version locally on the device using PlayerPrefs and use the meta data field and in the add-on to compare versions, but there must be a better way.2. Keep a DlcManifest in the streaming assets folder that keeps track of skus and assetIds and then compare if the current assetId from the IAP api matches the assetId in the DlcManifest.Both mean some manual labor, which I don't like because that can easily introduce mistakes. So, what other options are there?
Hi, I have been messing around a big with creating an MR app with passthrough and the Scene API in Unity. One thing I have noticed is that even though the scene has been set up the user is still prompted to make a guardian when stepping outside the zone.This however makes no sense as "First Encounter" works fine and has no guardian system in place.How can we disable the guardian system for our MR application?Regards,A few developers.
Hi, I'm looking in to how to handle the association for SKU to assetId.The AssetFile.GetList() objects supports assetId, but not skuand IAP.GetProductsBySKU() supports sku, but not assetId.One way would be to only send in a single SKU as argument to IAP.GetProductsBySKU and then handle and the How can I pair them in safe way?
Hey community,So I followed a couple tutorials to make sure I was setting this up right. However, everytime I try to grab the GetProductList it seems to be a null reference "NullReferenceException: Object reference not set to an instance of an object". The app is on App Lab, has 3 products, one not published, and the other two published and all three have every section filled out (Images, name, descriptions, etc). I have some images below of how the system is setup, if anyone knows why this is happening and a fix I would love to hear it! The error is where it says Debug.Log(msg.GetProductList().Count);
Context: I recently upgraded to Unity (2020.3.30f1). I am using Oculus XR Plugin (1.11.2) and XR Plugin Management (4.2.1). I am using OpenGLES3 Graphics API, Multi Pass Stereo Rendering Mode, using the Default Render Pipeline. Issue: My build appears to render the right eye correctly. However, the left eye appears to show a single color sampled from somewhere on the display. As I turn my head I can see various colors from the scene in my left eye. It's as if my left eye were magnified down onto a single pixel. This issue even occurs during Unity's initial loading splash screen, before the scene's OVR Camera is even enabled. It also occurs in my custom made splash scene before the main scene loads. If I walk to the edge of my chaperone guardian I can see the boundaries with both eyes. If I open the Oculus menu I see it with both eyes. No errors in the editor. No errors in the build. I've removed Post Processing V2 from my Plugin Manager and anything dependent on it
hello guys, I'm trying to convert the Survival template pro from unity (used to make tha forest game in steam) into a VR game using steam VR (HTC vive headset.) but i'm facing lots of truoble and tha main error is that when the camera rig is set active and used in the scene. The main figure is place outside the scene itself. Also the game is only visible from the right dispplay in VR and Left display is blank and only shows static images when pressed escape https://100001.onl/.
Hi, I am following this tutorial when trying to load saved handposes from a collection as GameObjects (Step 4 in the "Hand Grab Pose Recorder", nothing is appearing in the editor window, does anyone has thoughts as to why this may be? Thank you!
O Audio Prime Funciona Mesmo? Sim, o Audio Prime funciona! Muitos clientes relatam resultados significativos em apenas alguns dias de uso. Isso inclui uma redução notável nos incômodos zumbidos no ouvido. Os resultados podem variar de pessoa para pessoa, mas a fórmula cuidadosamente desenvolvida do Audio Prime já ajudou milhares de pessoas a recuperar sua qualidade de vida e a desfrutar de uma audição mais nítida e clara.O Audio Prime é Confiável?Sem dúvida, o Audio Prime é confiável. Ele é a escolha ideal para quem deseja cuidar da saúde auditiva de forma natural e segura, sem preocupações com produtos químicos agressivos. Além disso, a empresa confia tanto no produto que oferece uma garantia de satisfação de 90 dias. Isso significa que se você não estiver completamente satisfeito com os resultados do tratamento, seu dinheiro será reembolsado.Quais São os Benefícios do Audio Prime?O Audio Prime oferece uma série de benefícios, tais como:Ajuda a recuperar a audição nítida.Alivia o
So when you go to occulus casting and online and then link the PC then you can see what you are seeing on the headset on a screen etc. This feature still works with regular apps but any and all. But any apps we make in unity doesnt cast. But this is something recent that just stopped working, is there something we now need to do during build settings in unity or does anyone know of a solution for this
Hi so I've tried implementing networked avatars (using PUN) in a unity VR app but no matter what I try to do, my local avatar always ends up t-posing sideways without any animations in front of the main camera rig. Everything is as its supposed to be, entitlement checks working, deploying on alpha channel, adding test users.I ended up getting this unity asset to cross-reference and see what I was doing wrong, but even in their implementation, the local avatar is t-posing outside first-person view, same problem as minehttps://assetstore.unity.com/packages/tools/network/meta-avatars-pun2-vr-multiplayer-template-211918Any insight would be appreciated!
Hello i am facing some issue and i need your help I want to spawn a oculus customize meta avatar in my unity game so what can i do??
I want to ask players to rate our game after certain conditions while playing, and then opening the game store page after clicking on a button. But I don't know if this is possible.I've tried the following code:Oculus.Platform.Application.LaunchOtherApp(appID, appOptions);But as the game is already installed, nothing happens, or the game just tries to open itself again. Basically it's the same as this question here:https://communityforums.atmeta.com/t5/Oculus-Go-Development/How-to-open-the-store-page-for-your-app/m-p/721903Appreciate some help.Regards!
Does anyone know what the expiration timer for the nonce returned by GetUserProof is?
hi! i'm working on a project and i've noticed that the distance of shadow rendering doesn't seem to be affected by changing the quality of the shadows in project settings? is there somewhere else i should change these settings? thank you!
how to make headset emulator work with the unity new input system
How do I I sync the Meta Avatar hands to the OVR Controller Hands? I'm using the Interactions SDK and would like the avatar hands to mirror the OVR hands for grabbing and such.
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