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So I've build an app using Unity and the SDK provided by Meta on Unity Asset Store. The verison is the 2022.3.44f1 and the application works on Quest 2 and Quest 3 devices.The problem is that when the devices go in Stand-By mode and then they "Wake up" again, the application starts to flicker showing the reality with the passthrough and the application in a very fast and flashing way.The only way to stop this is to press the Power Button and make them go sleep again and then retry waking them up hoping that the problem is gone, sometimes it works at first attempt other times it needs more times.Is there somethign that I can do?This last part is interesting: https://youtube.com/shorts/7aZ976HhLz4?feature=share I'm also posting a video recorded with the phone through the lens because when I tried to use the recording program of the Quest, this was properly recording the applicazion while the flickering was happening, so the passthrough was not visible in the recording. This let
Well, I am stumped.I decided to update a project from 2022.3 to unity 6. I have a simple Scene with 4 walls and windows, 4 lights (all baked) and a couple of VERY simple animations. I am using:* the mobile settings for urp* Occlusion* All textures are 512 so well below the standard* Baked lightingI had this working fine in 2022.3 at 72 fps, but now I seem to be stuck at 15 fps in the headset.Looking at stats in the editor I am running no more than 300tris so again, well within tolerances.Does anyone have any suggestions?
I'm developing a Unity VR application using the now-deprecated Oculus Integration SDK. When I built the app and launched it in a Quest 2, the Unity runtime was running but did not follow/track the rotation/position of the device. Controllers could also not interact with the runtime. Pressing the button to summon the system overlay does nothing. Briefly putting the Quest 2 to sleep and waking it resolves the problem. This only happens when launching after build, I did not observe this problem occurring when launching from the menu.When I checked the Android logcat I see a warning message from the MemoryBrokerClient, which statesHeadTracker: failed to remap HEAD_TRACKER: getSharedMemoryFileDescriptor (Status(-1, EX_SECURITY): 'missing runtime permission(s)')This warning message only shows up when this behavior is observed. The device had 1500+ MB of free memory when this happens so I don't suspect it being caused by a leak.Stereo rendering mode is set to Multiview. GLES Low Overhead, Vul
first imagesecond imageMy Setup:The server runs on port 9000 inside WSL2. Inside WSL: the IP is 172.26.200.7 (from ip addr). My Windows host IP (Wi-Fi) is 192.168.2.251. From WSL, the server is started What I Tried: 1.Set up Windows port forwarding: netsh interface portproxy add v4tov4 listenport=9000 listenaddress=0.0.0.0 connectport=9000 connectaddress=172.26.200.7 2. Opened the firewall: netsh advfirewall firewall add rule name="WSL Server 9000" dir=in action=allow protocol=TCP localport=9000 Tried accessing via browser for testing: (first image) The Problem:When I enter the IP and port in the Quest 3 browser, the page says Blocked (first image) . Everything works fine when tested locally from the Windows browser or via curl in WSL.(second image) What I’m Looking For:Did I miss something in the WSL ↔ Windows ↔ external network setup? Are there known limitations with Meta Quest 3 browser accessi
Hello, I am using consume_entitlement endpoint for my consumable IAP. I have been testing with my "Test User" account on my Meta Quest 2 and since yesterday my server has been receiving 500 Internal Server Error with this response from Meta's endpoint:{ "error": { "message": "An unexpected error has occurred. Please retry your request later.", "type": "OAuthException", "is_transient": true, "code": 2, "fbtrace_id": "##--######_######" } }so far I haven't noticed any error in my production server but this is happening in my local testing. Please note that my local server is able to run "verify_entitlement" endpoint correctly and returns accurate JSON with `success` and `grant_time` key but after which it fails to consume the entitlement.here is the screenshot from postman:
Why is my ghost hand in 2d? Can someone guide me?
Hello everyone, I have a passthrough scene with depth api and some items set up correctly. I have implemented a debug floating dialog that logs messages from the multiplayer code i wrote. I have Photon matchmaking setup which appears to function (When one user moves an item, the movement is passed to the other player). It is supposed to be a 2 player experience. The issue comes in the alignment of content: I have code that,before colocation session sharing starts (which happens successfully) creates a spatial anchor, puts it under a group uuid, sets the colocation session uuid to that same guuid, and starts broadcasting. When player 2 connects, an alignment process is supposed to start, with the first step being the localization of the unbound anchor: This is the part i'm failing at. Anchor localization fails, and the guuid i receive seems to be correct. Problem is, i don't have my head wrapped around what "Localizing an unbound anchor" means exactly, so i'm not sure h
04/06/25 Updated and it still doesn't do anything, it just says the feature is not available in your country (Argentina). I can only take photos and videos, nothing else.Two updates ago I could translate in real time, ask Meta and receive answers and much more, the only thing that didn't work was the environmental recognition.While all AI lenses are evolving very rapidly, Rayban and Meta are going backwards and removing more and more features (Argentina), instead of improving and adding. Meta should already be working without limitations worldwide, as it happens in the USA or EU.Instead of restricting features in many countries, open up all the features to everyone and start adding more languages. That way, you can sell a lot more glasses around the world!It's a shame the mistreatment of the customer who trusted and bought Rayban and Meta and was deceived by the Rayban seller at Tienda Inglesa Madrid. Totally disappointed!!!! Stop removing features when the world improves and add
soy un principiante en el desarrollo de vr, quiero su apoyo del tutor en el desarrollo del simuladorinteresados escribir al numero: +59**** [Mod edit: protecting your privacy, we removed all sensitive information.]
Hey folks! Hoping someone here has run into this and can help. I’m working with Fusion and Shared Spatial Anchors for a colocation setup, and I’ve hit a pretty frustrating issue. Basically, when the device that creates the session and shares the anchor leaves the session (whether by closing the app, handing the headset to someone else, or reconnecting after a drop), things fall apart: When it reconnects, it loses master status and no longer has StateAuthority. On top of that, it can’t retrieve the anchor it originally shared. This ends up breaking the whole colocation, with everyone’s positions shifting way off from where they should be. Has anyone found a good way to handle this scenario? Ideally I’d like the original anchor to persist and still be usable even if the original device drops and rejoins. Thanks in advance!
Hi there,I'm currently working on creating a local multiplayer XR experience that involves both portal effects (using a custom stencil shader) and DepthAPI to allow players to see each other in a shared space.I've managed to get DepthAPI and the stencil shader to work individually, but I can't figure out how to combine them.The main issue is that DepthAPI, which uses the depth sensor of the Meta Quest 3, recognizes physical walls around players and prevents pixels of objects that are virtually further from the headset than the walls from being drawn. So, while the portal stencil works, it can't render the "outside" of the room.Do you have any ideas on how to deal with this? I'm not skilled enough in shaders to resolve it on my own.Here some screenshots of my current progress :
Hello all, After updating to the latest version of the Meta XR SDK I saw an issue with the Left hand GrabInteractor. The "SelectedInteractable" value is always null, even when I am grabbing something (I can see it move with my hand both in the simulator and on the Quest3). The Right hand GrabInteractor works as expected. Steps to reproduce: Add all necessary building blocks for grab interactables, then add a GrabInteractable anywhere in the scene. Set Inspector to "Debug" mode and keep track of the LeftController > ControllerInteractor > GrabInteractor component. While the "Candidate" and the "Interactable" fields are updated, the "SelectedInteractable" is always null. I did not have this issue before updating and would like to know if there's any solution to this or if I have to roll back to the previous version somehow. Thank you in advance.
Hello developers, I'm encountering an issue with Shared Spatial Anchors in my Meta Quest Unity project. The save and share process seems to work fine, but loading fails with error code -1006. My implementation steps: 1. First, I save the anchor and share it:// Save anchorvar saveResult = await anchor.SaveAnchorAsync(); // Share with users - this works successfullyOVRSpatialAnchor.ShareAsync(anchors, users).ContinueWith(OnShareCompleted, anchors); private void OnShareCompleted(OVRSpatialAnchor.OperationResult result, IEnumerable<OVRSpatialAnchor> anchors){ if (result != OVRSpatialAnchor.OperationResult.Success) { return; } // Success callback is properly triggered}2. Then when trying to load: var unboundAnchors = new List<OVRSpatialAnchor.UnboundAnchor>();var uuids = new List<Guid> { mainAnchorUUID }; &n
Issue DescriptionWe are currently experiencing an issue with the use of Shared Spatial Anchors between two different applications. Our use case consists of: Creating and saving spatial anchors in a first applicationSharing these anchors via a group UUIDLoading these same anchors in a second, different application (different package ID) Environment Devices: Meta Quest 3Meta XR Core SDK: Recent version (post v74)Configuration: Enhanced spatial services enabled in device settingsSharing method: Group-based with a fixed UUID Symptoms The application works perfectly in Unity editor modeAfter building and installing on the device, we get the error Failure_GroupNotFound (equivalent to OVRPlugin.Result.Failure_SpaceGroupNotFound) when trying to load shared anchors Code UsedHere's an overview of our implementation:Application 1 (creating and sharing spatial anchors) anchors)csharpCopier// Create and save the anchorvar spatialAnchor = GetComponent<OVRSpatialAncho
Hi,I am new to the world of VR development, I am trying to do simple things, just interactions with objects, but I noticed that the RAY is not visible although I have all the other components.thanks
We as developers absolutely need the Application Space Warp feature for Unity's Open XR Provider.Currently the only way to activate ASW after all prerequisites are installed is by using Unity's Oculus Plugin and enabling it under in the config.But we should be able to also enable it with Unity's Open XR Plugin. Unitys Oculus Plugin lacks many critical features like hand tracking and passthrough. Sure you could implement these features, by using the meta sdk but that would also mean that you are tied to using the OVR Rig components etc. and not the Unity XR Toolkit. I have been digging trying to find a way to enable app spacewarp in open xr.So far my findings have been that when installing the Meta Core SDK, it adds a couple of features to Unitys OpenXR Plugin (foveation etc.) but not App SpaceWarp. I found out that the MetaXRFeature for Unitys OpenXR already includes the XR_FB_space_warp extension to be initialized on launch. But I have no
Hi, I have a problem with the Meta XR Simulator v60 in Unity 2023.2.7f1 and Meta SDK v60.When i start a Synthetic Environment Server, set the simulator to active and start the game, everything works as intended. But only exactly once!Afterwards i get always these 2 errors:XR Management has already initialized an active loader in this scene. Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one.Failed to set DeveloperMode on Start. They appear each time until i restart Unity completely (e.g. just stopping the server does not work unfortunately).I think everything should be set up correctly (e.g. plug-In provider is set to Oculus and all the items in the verify checklist are applied), because it runs without problems once... But then it stops, no idea why.Any ideas?
I met many problems:1. Meta quest link cannot be accessed, it just always show "operation in Browser" and do not change.2. Cable link can be recognized by windows system, but can not be recognized by Unity Hub software in "building setting/android/run device"3. I FACTORY the device, but wifi still can not be connected.
I was welcomed onboard as a Horizon Partner last week, but I have not been given any options for in world purchases in creator tools, or options for clothing creation. Has anyone else had this problem?
If you having issues with the snap interactor in Unity, even with the quick action when you selection 'distant object grab'. It setups up the file correctly but if transfer of second object (Grabble Component) is not enabled, then it wont work properly. Helps this helps someone.
Hello everyone, We're running into an issue with one of our apps that we developed and rolled out to Quest Pro devices.This app is a training for medical personnel and uses the microphone to speak to virtual characters.The app works fine on most Quest devices. However, and error occurs when our app tries to record audio in specific circumstances. One of our clients uses the app on Meta Quest Pro headsets, which are being managed via Horizon Managed Services.When a student uses the app they sometimes get support from an examiner who uses the casting functionality in Horizon Managed Services to help the student. When our app is running on the Meta Quest Pro headset, and the examiner starts streaming the headset to the browser, an error occurs in the app.The method Microphone.Start() is called within Unity to start recording when the student holds down one of the triggers on the Quest controllers.When the student does this while using the app on a Meta Quest Pro headse
Hello!I'm experiencing Issues while trying to make a Gorilla Tag Fangame. I cannot Update my Android SDK to 32 because It bugs out and minimises Unity. I've tried Installing the Depreciated Oculus Internigration, but It only fixed 1 error. The singular Error Message Reads as following:"Android Target SDK version is 31, but should be 32 or greater (targetSdkVersion in AndroidManifest.xml)."The Unity version Is 2021.3.32f1
Hi, I'm new to development, so maybe my problem is too simple. But still, thanks in advance for any recommendations! I'm trying to create a very simple AR app for Meta Quest 3, following the official instructions on Meta's website. However, the result so far leaves much to be desired. My goal is to fix an object from a prefab onto a table in the real room. Later, I also plan to add UI buttons to the object to enable interactions — but that comes later. I'm using Unity version 6000.1.6f1. I’ve installed the Meta All-in-One SDK (v77) and decided to start by using the provided Building Blocks. I also installed the OpenXR plugin, as recommended. In Player Settings, under Active Input Handling, I selected Input System Package. In XR Plug-in Management, I selected OpenXR > Meta XR Feature Group.Under OpenXR settings, in Enable Interaction Profiles, I selected: Oculus Touch Controller, Meta Quest Touch Pro Controller and Plus Controller Profile. In OpenXR Feat
IAP. GetViewerPurchases() cannot enter callback method on the client side. I logged the debugging, but not only did I not enter the callback, but the client did not even regain focus. I want to know if this is a problem with my program or the client system
Hi. I have been using Meta Avatars SDK (v35.2) and Meta Packages (core, interaction etc v72) with Unity 6 and URP. In editor everything seem to work ok, but when i try to build there is no rendering of any avatar. The log files are pretty much the same. The same happens with all Configuration Files given, and even if i create my own configuration files with lit shaders, again no render. Has anyone seen this error?
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