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I'm developing an application with Unity for the meta quest 2. This application has a functionality that need to open the system browser with a specific url. I tried both the "Application.OpenURL" and "Oculus.Platform.Application.LaunchOtherApp", the system lauch the browser and open the url specified but in a layer "over" my application (my application still in background). This disable the full screen mode of the browser. I want instead to close my application and start the browser like from the lobby so I can use the full screen functionality of the browser. Any idea about to make that? Thank you so much to all.
hey,i tried hand tracking sample of integration package [v56] on v57 firmware of Quest 2 ...but fingers does not working ...and hands are inverted ... any tips?
Hi. I've noticed since updating to recent Oculus Integration that LeftHandAnchor and RightHandAnchor is stuck in 0,0,0 even when I can see the synthetic hands moving around in the editor. They move and snap to the accurate position once I either grab an object or pinch my fingers together. It's like they are stuck in an idle mode until a form of interaction is triggered.Is this a known bug? And is there any way to sort of "force update" the HandAnchor transform?
Hi all, I recently upgraded to unity 2022 and also upgraded oculus integration to the latest version.Now when I use hand tracking the first 20/30 seconds the right and left anchors of the hands, in TrakingSpace, remain stationary, both in position and in rotation but the fingers work... Has anyone had this problem before and know how to fix it?
I have worked at it all weekend, and I'm having trouble wrapping my head around how to synchronize rigidbody objects over Fusion networking so that multiple players in the same physical room can see the objects in the same place. My confusion is centered on the fact that the physics are run on the server, and Unity requires the physics to be in world space (correct?), so the position data that Fusion sends is in SERVER headset world space. But each client headset in the room has its own unique world space, and the renderer will take the networked position and render the objects in the individual player's world spaces, which will differ from the server. To have all users see the physics objects in the same apparent location, the objects need to be set as children of the spatial anchor (right?) that everyone shares from the Meta cloud server. Can anyone with Fusion AND shared anchor experience give me an overview of how all that works? Or point me to a shared anchor / Fusion s
Hi,With both Oculus Quest and Oculus Quest 2n in Unity 2021, 2022 (LTS versions), TryGetFeature(CommonUsages.deviceAcceleration) returns Vector3.zero. It is also the case with all acceleration features (rotationAngularAcceleration). This is the case for both handlers and for the helmet.It works perfectly with Unity 2020 (with the same code), and whatever the version, it works for all other tested features (UserPresence, devicePosition, deviceVelocity, deviceOrientation, deviceAngularVelocity.Please not that I don't want at all to compute it from the deviceVelocity. The information I need is the acceleration measured by the handler accelerometer.Has anybody encountered and solved this issue ? Is this a known bug ?Thank you allRenaud
This app contains both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) libraries. This consumes extra storage and increases download times. Consider updating your build to target 64-bit only.But a only use a arm64 in my unity project i do not understand the problem,Meta help me
Does anyone know how to determine where the meta avatar is facing? Not the head (eg centerEyeAnchor from the rig), but the body/torso from the meta avatar, which maintains its correct orientation even when the head is turning.
I am trying to use the app 2 app travel api for my apps, but I am not sure how to enable Group Launch receiving app. I have created a destination for each app. but is failing when I call this "type":"OAuthException","code":100,"error_subcode":1891474,"is_transient":false,"error_user_title":"Destination API Name Does Not Exist","error_user_msg":"The API Name you have specified for the Destination does not exist for this Application Grouping."Do i have to upload the app to oculus for the both apps or is all functionality done in unity, bit lost on all this any help would be appreciated.
OVRManager is a singleton that checks its instance field on Awake, and destroys itself if its not null. This happens in the InitOVRManager method. And this is fine.But OnDestroy also sets the static OVRManagerinitialized field to false. So whenever a duplicate OVRManager destroys itself as part of the singleton check, the static OVRManagerinitialized is false, causing the original OVRManager's Update loop to run InitOVRManager (which has the singleton check). But now the static instance is not null so the original instance destroys itself as part of the singleton check.I realize this is possibly a bug and a fix would be to set OVRManagerinitialized back to true after the DestroyImmediate line. I was wondering if there's something I'm missing or if there's another workaround without having to modify the source.
When I experience webxr content, webxr content will exit once I take off the helmet, but sometimes I just want others to experience webxr content without directly exiting. Is there any way to prevent the content of webxr from exiting as soon as I take off quest 2?
The Quest 3 beta SDK, in theory, would give higher level access to the cameras in support of effects like chroma key. We've been trying to use ARFoundation and the Quest3 beta SDK to get this working on Quest Pro in preparation for Quest 3 but its been failing on the camera features.Could someone at Meta please let us know if this is possible with the Quest Pro?Thank you.
I'm struggling to get canned lipsync to work in Unity and would welcome any thoughts.I have a character model, with animator, audio source, etc. Its audio source has an OVRLipsyncContextMorphTarget, and the scene has an OVRLipSync helper object.If I add an OVRLipSyncContext component, it works fine. So the morph target etc is set up ok.The problem is that I need to use canned visemes for performance reasons. So, I...create a viseme file from an audio clipreplace the OVRLipSyncContext component with OVRLipSyncContextCanned, and assign the viseme file from 1 to its currentSequence field.But when I play the audio clip, I get no lip movement at all.A couple of things I've tried:I've checked the viseme file: it's the right length and has viseme values which are large enough to produce visible movement.I've added logging to OVRLipSyncContextCanned to verify that it is indeed running and copying the frame info in the Update loop (it is).This all appears to be set up the sa
When generating a precomputed viseme asset, in Unity, from an audio clip, there are two menu items under "Oculus/Lip Sync":"Generate Lip Sync Assets""Generate Lip Sync Assets With Offline Model"The documentation only mentions the first of these. https://developer.oculus.com/documentation/unity/audio-ovrlipsync-precomputed-unity/So, what does the "With Offline Model" part mean? When might (or should) one use it?
I face issue while uploading my apk. First build is already uploaded now after updating app while i am going to upload received this error.2022-09-05T10:50:42.284Z [DEBUG] A server error occurred. The request will be retried.2022-09-05T10:50:42.284Z [ERROR] Server log: {"app_id":5480786012038792,"log_level":"ERROR","event_name":"API_ERROR","stack_trace":"at Object._log ,"extra":"{\"response\":{\"error\":{\"message\":\"Invalid parameter\",\"type\":\"OCApiException\",\"code\":100,\"fbtrace_id\":\"AER2_lfzbse7ypCVnTpvEPt\"}},\"options\":{\"method\":\"POST\",\"url\":\"https://graph.oculus.com/binary_upload_start\",\"qs\":{},\"formData\":{\"app_id\":5480786012038792,\"file_size\":\"0\",\"file_name\":\"motovrx.bike.racing.game.apk\",\"mime_type\":\"application/vnd.android.package-archive\"},\"json\":true,\"disableRetries\":false},\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\\\"}\",\"cli_version\":\"1.76.0.000001\",\"compatibility_version\
why do we have to verify our organization?
Version Info.Unity Editor 2021.3.20f1,Oculus Integration Version 50.0now with latest version of Oculus Integration Version, Is this possible for the oculus integration to provide with API for wall or plane detection? which means wall or plane can be classified and segmented by themselves?? After My boss participating Unity Korea Seminar, then told me to look into if it is possible or not.I told him back immediately It is not possible until the wall needs to be specified or drawn by a User or a Gamer.I have no idea at the moment whether she misunderstood or be miunderstood. please, advice me, anyone? regards
Hello, Im a vr developer, and I would like to publish software, but its stuck on review.https://developer.oculus.com/manage/applications/6350287245053032/builds/6647262502022170/release-notes/
Hello, so I have made my own game in Unity, and have used all the necessary plugins like OpenXR or Oculus integration. When I export the game as a .EXE file it runs very well on my Oculus Quest 2, but when i export the game as an .APK my actions are delayed quite heavily, like the camera movement or just movement in general, I haven't found a solution yet, maybe you guys have had the same problem and have a solution for it. Would be very appreciated, as I am making a game for an art festival, so I kinda need to finish fast. Kind RegardsDeividas
Hi, is it possible to access the passthrough camera stream on the Quest Pro? I read on the blog for the Quest 2 it is deactivated in regards of privacy. Just want to check here if this is still the case for the Pro. What we intent on doing is to look for a QR-Code in the camera and further work in this. Or is there any other way to get camera-access?
I'm currently developing a VR game in Unity and have come across a perplexing issue. I've set up a ragdoll using rigidbodies and colliders. Here's what I'm facing:Without VR Headset: When I run the game without wearing the VR headset, the ragdoll and everything in the scene operates smoothly without any issues.With VR Headset: As soon as I put on the VR headset and run the game, I experience significant lag with the ragdoll. Interestingly, everything else in the scene remains unaffected and runs smoothly. It's worth noting that the ragdoll is the sole object in the scene governed by physics.I'm wondering if this could be related to changes in physics refresh rates when using VR in Unity, but I'm not entirely sure. I would greatly appreciate any insights or guidance on this issue.
I have install location to auto in the manifest but i still get this error. wtf am i supposed to do
I try to create application hand tracking like barber app and I dont know how to start to control scissors
Hi,How can i instantiate a grabbable prefab when i select a grabbable object?For example, i would instantiate on my hand a sphere after i grabbed a cube, without move the cube.The instantiated sphere will be a grabbable object of course, so i can interact with the world or simply throw it 😄
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