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Hi, I can't find any documentation about integrating the avatar editor, any link to share?In fact I don't really need a way to edit the avatar but just to allow player to select a preset avatar on UI display.I know I've seen this somewhere but I can't remember where it was. Any halp would be apreciated 🙂
I am trying to add body (or at least 'arm') tracking. I have currently:1. Added OVRBody to OVRInteraction2. Added PoseFromBody to OVRBody (as a script on an empty child object)3. Added OVRBodyFromPose to OVRCameraRig and connected it to PoseFromBodyI can see the body mesh and it's arms move correctly (yay!). It also rotates and adjusts its height relative to the camera (VR headset).However the body itself does not move as I walk around the scene. How am I meant to parent the body to the player?
Hi! I'm going to outline my issue with the new Space Setup in my AR project.I noticed that neither the v57 Meta Quest Update blog post nor the release notes mentioned that "Room Setup" was moved from being an experimental feature to a supported one called "Space Setup." Here's Dilmer's video showing Room Setup as an Experimental feature. (This was posted July 13th, so pre v56, but I just wanted to show how it was previously marked as Experimental. v56 also has no note of moving this feature from Experimental - yet it has changed since then)My Unity AR passthrough project uses Unity's AR Foundation's Plane Detection and the data from Space Setup to place objects on top of the generated planes. Example video of my project previously workingUpon the v57 update the Plane Detection in my project stopped working due to (I'm assuming) not receiving the Space Setup data due to some blockage of permissions or improper setup. I re-configured my Space Setup, Cleared Space
I am new to Unity and developing for the Meta Quest 2. I created a simple MR scene with pass-through enabled and an interactable object but encountered 2 issues.1: Passthrough only works in my app for a stationary boundary, when I switch to room-scale boundary I get a black background.2: Every time I open my palm a pop-up stating 'allow connected devices to access files' appears for a few seconds. It cannot be interacted with and disappears on its own after a few seconds. My Quest is not connected to anything, and it is offline.Does anyone have any idea how to get around these?
Why does the Unity Oculus Plugin not support 2FA/Device Confirmation codes on sign in through Oculus > Platform > Settings under Standalone platform > User Credentials.When signing in first time, it won't allow sign in until the device confirmation code is used which is done through logging in via web browser. The Unity plugin's login form has no handling of 2FA / Device Confirmation codes and will just say user credentials are invalid instead.
Building/Contents/PlugIns/AudioPluginOculusSpatializer.bundle/Contents/Info.plist failed with output:System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1.at System.Xml.XmlTextReaderImpl.Throw(Exception e)at System.Xml.XmlTextReaderImpl.Throw(String res, String arg)at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace()at System.Xml.XmlTextReaderImpl.ParseDocumentContent()at System.Xml.XmlTextReaderImpl.Read()at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options)at System.Xml.Linq.XDocument.Load(XmlReader reader)at UnityEditor.iOS.Xcode.PlistDocument.ParseXmlNoDtd(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 199at UnityEditor.iOS.Xcode.PlistDocument.ReadFromString(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 330at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.ParsePListFile(Byte[]& plistFileContents, String& executablePat
It took me awhile to figure out why everything in my project looked sort of flat in the rift, while other people's demos really popped out at you. I had made a noob mistake and built my scene in Unity using centimetres instead of metres. Now, while everything looked to scale, the trouble was when Unity fetched my ipd it was 100 times too small. This effectively gave a zero IPD, so the left and right eye images were identical. Rather than rescaling my entire scene I just added a fudge factor to the camera controller script. If anyone else does something similarly stupid, like using inches or feet, here's how to easily fix it.Edit the OVRCameraController.cs script. In void UpdateCameras add a multiplier factor to the eye position offset (in my case 100): float distOffset = 0.5f + (LensOffsetLeft * 0.5f); float perspOffset = LensOffsetLeft; float eyePositionOffset = -IPD * 100 * 0.5f; ConfigureCamera(ref CameraLeft, distOffset, perspOffset, eyePositionOffs
Every time I try to upload my game to the dev hub I just get this error. I only have arm64 checked in the player settings though.
Hello,I'm developing my App Lab game with Unity, and am rather concerned about Unity's proposed changes, especially as my app is free to download with IAPs. It means I have quite a high install volume, and relatively low ARPU. In the worst case, my app could incur more fees from Unity than it makes through IAP revenue. (I expect Gorilla Tag are facing a similar problem.)Does Meta have a response to this yet, and are there any plans in place for how the fees will be deducted? Unity says that charges will be taken from "the distributor" which I would presume is Meta. Would it be deducted from our revenue? Or would Unity come knocking on our doors?I hope Unity reverses course on this, but if not, I will be switching to Unreal for future VR development, so I hope Meta would also prioritise development tools for that engine if there is an exodus.
On the publication requirements page, it refers to the Unity setup page for the engine & Quest SDK version requirements. There is no reference to a required SDK version on that page. For Unity version, it says that the minimum is 2021 LTS for Quest development, but right after that it only states that it is highly recommended. Because of that wording, I kind of assume 2021 is minimum if you use the latest SDK. Obviously you can still do Quest development with earlier SDKs and Unity versions.Is there actually a minimum required Unity/SDK version to publish?
With the introduction of Unity Per Install Fees, I'm wondering what impact this will have on Meta/Oculus. Will we see Meta switch internal projects to Unreal?Will we see Meta dev tool support focus switch from Unity to Unreal?The news blows my mind. I can't believe they would do such a thing. If I had picked Unity instead of Unreal my F2P project would no longer be viable.
Hi,I'm currently working on an app for Meta Quest 2. During the tests for the VRCs I have some problems with a) testing the app sharing feature and b) testing my implementation of achievements.My project setup: Unity 2021.3.9f1, Oculus Integration 53.1, Oculus XR Plugin 3.0.2, XR Plugin Management 4.2.0For the achievement system I am using an implementation that is already working on a PC version on Oculus store but when I adapted it to run on Android I can't get behind the request to get the logged in user and therefore the achievements aren't working. I'm testing with my developer account logged in on MQDH and the device. Do I need special testing accounts for that? Also I'm sideloading the app via MQDH - do I need to upload it to a alpha/beta/App Lab channel in order to get the user login right?How does the app sharing work? I was trying to start my app with different users but only the primary user can see and start the sideloaded game. Secondary users need to download a uploaded v
My first idea was use the depht data from the quest 2 but i can't found information about use of that data i think that the data is restringed for developers, is possible acces to obstacle data from the device? or i need to process images with OpenCV like api
Hello,I am having an issue where I cannot track whether or not a headset is put on or off. The Input system userPresence action does not fire and the OpenXRFeature OnSessionBegin function never gets called when on standalone Quest 2. This works fine when in rift mode.Does anyone have a good way to track user presence? Let me know if I should add any more informationThanks
Hello, I was wondering if there is an event that triggers with unity when oculus takes a screenshot or records a video? I want to play some in-game fanfare when it happens and don't need anything to do with the picture or video itself. Thanks in advance
Greetings.Issue:I and my team attempted to enable Oculus overlay/virtual keyboard but failed.Related links/attempted approaches:Spoiler (Highlight to read)https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/https://developer.oculus.com/documentation/unity/VK-unity-overview/https://developer.oculus.com/documentation/unity/VK-unity-gettingstarted/https://developer.oculus.com/documentation/unity/VK-unity-IntegratePrefab/https://developer.oculus.com/documentation/unity/VK-unity-sample/https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/https://developer.oculus.com/documentation/unity/VK-unity-overview/https://developer.oculus.com/documentation/unity/VK-unity-gettingstarted/https://developer.oculus.com/documentation/unity/VK-unity-IntegratePrefab/https://developer.oculus.com/documentation/unity/VK-unity-sample/Fix attempts by chronology:Trigger VK via Input Field in the old project's game sceneTrigger VK via code in the old project's game sceneTrigger
A couple of years ago I developed an app made for Quest 2, which showed some high quality 360 videos.Together with one of the latest OS updates, came some sort of graphical glitch (mainly stuttering). Specifically, it appears while the 360 videos are playing.The videos are played with a VideoPlayer that renders them on a render texture in the correct resolution.This specific render texture is used as texture for a skybox material I added to the scene.The videos are 8192x4096 and follow the Meta guidelines . I'm currently working with Unity 2022.3.3f1 , but I'm updating it soon to the latest LTS.I'm also using the settings as suggested by the Oculus Integration Plugin. Given that the issue started showing up after a Meta software update, my best guess would be that I need to update something in the quality settings, but I haven't found any solution yet. I also tried to build an older version of my app, from a year ago, when there was no stuttering, but the issue now appea
Using Unity3d 2021.3.27Oculus Package v56Build process fails when I set the ScriptDebugging flag on; with the following error:Building Library\Bee\artifacts\Android\d8kzr\libil2cpp.so failed with output: Library/Bee/artifacts/Android/87lik/2bu4ed5r2ps3.o: In function `il2cpp::os::PathErrnoToErrorCode(std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char> > const&, int)': C:/Program Files/Unity/Hub/Editor/2021.3.27f1/Editor/Data/il2cpp/libil2cpp/os/Posix/Error.cpp:227:(.text._ZN6il2cpp2os20PathErrnoToErrorCodeERKNSt6__ndk112basic_stringIcNS1_11char_traitsIcEENS1_9allocatorIcEEEEi+0x54): relocation truncated to fit: R_AARCH64_CALL26 against symbol `access@@LIBC' defined in .text section in C:/Program Files/Unity/Hub/Editor/2021.3.27f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/22/libc.so Library/Bee/artifacts/Android/87lik/2bu4ed5r2ps3.o: In
In the IAP S2S API documentation ( https://developer.oculus.com/documentation/unity/ps-iap-s2s/ ), it says we need the app access token and the app id to verify entitlement of purchased items, which does not contain any user identification information.curl -d "access_token=OC|$APP_ID|$APP_SECRET" -d "sku=$SKU" https://graph.oculus.com/$APP_ID/verify_entitlementI tested the API endpoint with several combination of data, and it seems we need to send the user access token instead of the app access token to check entitlement (the response says DUC related document should be filed beforehand, which is expected).I would like to clarify two things:1. Should we send the user access token to the IAP S2S API to verify entitlement of an item?2. If 1 is correct, should the secure server acquire user access tokens from game clients?Thanks in advance.
Enabling passthrough layer makes all UI/Object with transparent material or even it's not transparent shows passthrough as well. I only make 1 object with SelectivePasstrough shader, but why other material effected too?
Ok I need some help please. So I got my game ready for applab and sidequest everything worked fine it got submitted not problem. But I then go to fix some bugs in the unity editor and now my game wont display the game to my headset. I get like a flash of black as if its going to the game but then it just cuts back to the Rift home menu. Idk how to fix it and I really need it fixed so I can do bugs and testing. Any ideas on what the problem is? I'm on unity version 2022.2.16f1, Oculus XR Plugin 3.3.0, MockHMD XR Plugin 1.3.1-preview1, OpenXR Plugin 1.7.0, XR Core Utilities 2.2.0, XR Legacy Input Helpers 2.1.10, XR Interaction Toolkit 2.3.2, XR Plugin Management 4.4.0, and Oculus Integration 56.0. I know that before hand my hand's weren't tracking and I updated or fixed something on unity oculus project set up tool thinking it would fix it but then it wouldn't display to my headset. I tried to reverse it but I dosn't work.
When I try and upload my apk to the store I get the following error:* APK install location should be `auto` (android:installLocation in AndroidManifest.xml). See documentation at: https://developer.oculus.com/distribute/publish-mobile-manifest/I set the install location to automatic in the unity project settings. I have also set android:installLocation to auto in my custom androidmanifest.xml file. This is using unity 2022.2.0f1
i have i problem with texture in URP material its render a glitch like broken glass , how fix it?im used quest 2 vr , unity 2021.3.19f1 >> help*
Hey all,I am working on a project that is targeting a Pico G2 4K and the Meta Quest 2. When building to Pico G2 4K, I get the following issues (image #1 attached) coming from the Oculus build scripts even with Oculus disabled in the XR Plug-in Management settings (image #2 attached).I have attempted to make changes to the Oculus package to prevent these build scripts, and I was able to successfully build the device on Pico G2 4K, but the app fails to run on-start. This indicates to me there is more interference coming from the Oculus package, which is affecting the build process. For more information, I am able to successfully build to Pico by removing the Oculus package.Please let me know if there's any ideas or information that can be shared to help me.
Hello ! I'd like to ask if anyone of you guys know of a way to support the Oculus Audio Spatializer plugin with DOTS / ECS ? Something like adding a authoring component to an object that will run a baker and convert an ONSP Audio Source into an entity component ? This is what I'm imagining but I'm not sure if this would be the pipeline to follow or if there's another solution for this already. Thanks beforehand for your help
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