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Hey there. I've split my project into a 79mb APK/ 2.6gb OBB file. And have uploaded both files via both the inbuilt unity publishing tool and the Meta Quest Dev hub.I definitely include the .obb file during both processes, as the file space estimate adjusts accordingly, but when I go to load the app up after it's installed I receive an infinite load screen.I can then see within my quest 2 that there's no corresponding .obb file. In fact, I can manually paste the .obb file into this folder and it'll result in the app running as intended. I don't suppose anyone has any idea how to resolve this issue? Thank you.
I am developing a vr game which trying to use the facial expression value to define whether the user pass or not.But I am stucking on how to get target data (e.g. Lip_Corner_Puller_L) as the value.Is there anyone know how to have the data??
Assets\Oculus\Platform\Samples\RichPresenceSample\Scripts\RichPresenceSample.cs(111,13): error CS1061: 'RichPresenceOptions' does not contain a definition for 'SetApiName'The solution is to delete the samples folder, but this is not my code so why is it broken?Unity 2022.3.4f1
Has anyone gotten that combination of things to work? Overlay works just fine with URP, so I'm assuming it's my attempts to punch out a hole that are failing. I'm assuming Oculus' shader doesn't work with URP, as it renders pink in the preview -- but hey, maybe I'm wrong.I've tried updating it to URP, and I've tried using a URP/Transparent shader, as I believe it's basically the same thing. I've tried using Render Object on the Universal Render Asset to ensure that we render at the proper time to punch a hole. I set my Quad object to be on the Layer for the Render Object's LayerMask, and set the event to be After Rendering Opaques, and to override Depth, Write Depth, and Depth Test Greater. That should result in it render my quad over anything that might be in the way... right? I also tried Depth Test Always -- which should really always render my transparent thing and write it's depth.But nothing every shows up on my Quest 2 when I'm set to Und
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I am developing a project on Unity, which requires me to implement Eye Tracking.I was able to implement Eye Tracking using two different methods Oculus Integration SDK (Movement SDK) and XR Interaction Toolkit.But I am not able to figure out how to extract the Eye Tracking Data (like: Blink Rate, Saccade Values, and Fixation) using any of the method mentioned above.Kindly help me to figure out how to extract Eye Tracking Data.
I'm using MS whiteboard in Unity VR application. I want to upload an image(screenshot) from oculus local storage. Right now I'm able to open the gallery and select the image. But I'm not able to go back to my Unity Application. I can only see a black screen.Unity Version: 2021.3.23f1Oculus Integration Kit: 55.0.0Device: Oculus Quest 2MS Whiteboard link: https://whiteboard.office.com/
Can somebody show me how to remove this from the manifest?Please remove all unnecessary permissions. If any of the following permissions are required, please explain in detail why the app requires them in order to function: android.permission.RECORD_AUDIO I don't see this on the manifest to remove.
I'm working on a 3D image/video solution so I'm using the 'per eye camera' option in the OVR Camera Rig in Unity. I noticed that if I toggle this setting on and off, the scale of the world is radically affected. With the per eye camera setting off, the eye separation appears correct, but when I switch it on, it seems to jump. I don't seem to have any control over this and so it is completely breaking my project. I'm using Unity 2019.3.2.f1 on OVR 1.42.0. This issue occurs when using Oculus Link on the quest from the editor and also in the Quest build.
I added the OVRController prefab to my project but on Quest 2 it always shows the controllers for te Quest.Thi is because OVRPlugin.GetSystemHeadsetType() always returns Oculus quest even if I'm using Oculus Quest 2.I'm working with the latest version of th Oculus Integration.Does anyone have the same problem?
I have a desktop PC with hardware that meets all the necessary requirements for the Meta Quest 2 viewer (Intel i7-13400F, dedicated GPU, 32GB RAM, Windows 10), or almost since I have a GPU-Nvidia RTX 4070 and I would need it to make games on Unity and test them while working in real time. THE PROBLEM IS THIS: Opening the default project in Unity already with the correct settings and configured for VR (I checked that they are correct because they work on another pc) I get a bug error connected to the Oculus Link, which I can't to debug/delete and therefore does not allow me to use the Oculus Quest correctly when I press play to start the game. To be exact when I press play I can't manage my avatar in the game and I normally view the game from desktop simply as a stream.. this doesn't allow me to turn around, move or interact in the game itself, moreover when I connect the Quest Link (both with cable or wireless) I get this message: "Your computer does not meet the updated minimum requir
I am trying to load Meta avatars as local and remote players in a Multiplayer environment established by photon. I am able to load the meta avatars as local and remote players in one room but my meta avatars are displayed white and black.(i.e with out any shaders or textures). I am trying to instantiate the meta avatar as player when player joins the room using the user id. Below is my code:using System.Collections;using System.Collections.Generic; using UnityEngine;using Oculus.Avatar2;using Oculus.Platform;using Photon.Pun;using System; public class RemotePlayer : OvrAvatarEntity{ [SerializeField] int m_avatarToUseInZipFolder = 2; PhotonView m_photonView; List<byte[]> m_streamedDataList = new List<byte[]>(); int m_maxBytesToLog = 15; [SerializeField] ulong m_instantiationData; float m_cycleStartTime = 0; float m_intervalToSendData = 0.08f;
Hello,I've been trying to get Mixed Reality Capture working for my app today, and eventually had success - but only with an old build, before I upgraded to Unity 2022, and crucially, before I set the Target Android SDK any higher than 29.If you build with a newer SDK, it seems like the oculus-mrc plugin in OBS can't connect. When I click on the button, it times out with the "check your device ip" error message.For now, I can do some captures with an old build that targets SDK 29, but I sure would like to do some up-to-date captures soon! Could this be fixed please?(Fyi: Unity 2022 does not like building using older Android SDKs.)Thanks,David
HiI wonder does anyone has the same problem as I do with this error below.Essentially this error doesn't influence the interaction, but you cannot see the hand mesh. If during the play mode, manually turn on this script under OVRHand\HandDataLeft and Right. The mesh coming back again.I have tried many ways to solve this issue it doesn't work.Including installing different versions of Unity editors, (2022.3.5f1 LTS, 2022.3.4f1 LTS, 2022.3.2f1 LTS )And tried different Oculus Integration SDKs (V51, V53.1, V54.1, V55)The weirdest thing about this is when I start a brand new 3D Unity project, installed the XR plugin manager, installed Oculus XR Plugin, and then installed Oculus Integration (with all the accept, clean up, and upgrade) The first time run, it works (link mode with Quest Pro), and without any error.If I save the project and close the Unity editor, after re-open the project it will never work again. The above error will keep coming, no way to get back working.I don't know i
1 Background For the current project to adapt to multiple XR platforms, we are using Unity XR SDK + OpenXR SDK as a foundation. We combine this with the official interaction extensions for basic development. At the same time, to adapt to Meta's passthrough feature, we have incorporated the Meta OpenXR Feature and ARFoundation to achieve a transparent effect. The PackageManager contains the following extensions, and the OculusXR Plugin is not included: 2 Specific Business Logic At this stage, we want to introduce the ability for users with MetaAvatar to see each other's avatars. https://developer.oculus.com/documentation/unity/meta-avatars-overview/As well as the ability for Oculus Account login: https://docs.unity.com/ugs/manual/authentication/manual/platform-signin-oculusWe have introduced the Oculus Integration extension package into the project. In streaming mode, we can normally experience these two capabilities (still without including the OculusXR Plugin): https://deve
Hello,I've been having some issues for quite a while with spatial anchors. I tried to dabble with them some months ago with little success and now I'm trying again. I've had very inconsistent result with the samples where sometimes they work and other times I can't even place the anchor.In my code all I want to do for now is call this function to place the anchor: public void PlaceLeftAnchor(Vector3 position, Quaternion rotation) { SpatialAnchor anchor = Instantiate(m_AnchorPrefab.GetComponent<SpatialAnchor>(), position, rotation); anchor.SaveAnchorLocally(); } and here is the SpatialAnchor code based on the oculus samples: using System.Collections; using UnityEngine; [RequireComponent(typeof(OVRSpatialAnchor))] public class SpatialAnchor : MonoBehaviour { [SerializeField] private OVRSpatialAnchor m_SpatialAnchor = null; public string Uuid { get => m_Uuid; } private string m_Uuid = ""; private IEnumerator Start()
Hello together, (using unity 2022.3 and oculus plugin v55 with quest2)I am following the basic oculus tutorials everything worked fine, but now I stuck on "Tutorial - Receive Basic Voice"I ended up with a failure at the point:"Add Response Handler GameObject"When I try to do this, I open up the Undertanding viewer and type "yes" in the utterance, after that I get the array as mentioned in the tutorial. But when I right click and "add response matcher to response handler" I get an "ArgumentException: You can only call GUI functions from inside OnGUI.".The script is created on the Gameobject, but without any content.Is that a bug or what am I missing?Thanks a lot for helping me out!Best regards, Stefan
Hello I was wondering if anyone has any insight on the issue I am currently having. I started with the example ray pointer canvas and am having a very odd rendering issue that I have never seen. Here is what the start button looks like in the scene editor: However, when I run it on the MetaQuest 2 it appears like this in the headset: It is as if the dark part of the sprite no longer renders, but the light blue lines still show with some artifacting around the edges.Has anyone seen this before or possible if some insight as to what me be causing this? I can't find and specific differences between this sprite and the sprites from the example scene.
I have recently encountered an issue that was not previously happening.When I select a TMP Input Field the Oculus Keyboard appears as desired. However, there are two issues I encounter when attempting to return to my app:1. When I click the enter button, the keyboard close sound plays but the keyboard does not hide and focus does not returned to app2. If I click outside of the keyboard, the keyboard closes and focus resumes in the app, however the state is not correct because if I click on the TMP input field again, the Oculus Keyboard does not appear until I click twice.I was not seeing this issue previously, and I am not sure what change introduced this behavior. I have upgraded the Oculus and XR plugins, as well as updating to Unity 2022.2.16, none of which fixed the issue. Has anyone else seen this behavior? I am running Unity 2022.2.16XR Plugin Management 4.3.3XR Legacy Input Helpers 2.1.10Open XR Plugin 1.7.0Oculus XR Plugin 3.3.0 Thanks,
I'm facing an issue where hand tracking doesn't work in editor mode, but it functions when running the build through Quest Link.I was working on a Unity project for Quest 2 PCVR and had to switch to a new PC. When I transferred my Unity project to the new PC, hand tracking stopped working in editor mode. However, everything works fine when I run the build through Quest Link.All plugins, assets, and Unity versions remain the same. There are no errors or warnings related to Oculus.windows 10Unity 2022.3.4f1Oculus integration v55.0Oculus XR plugin v4.0.0quest 2 v55
I use Unity 2021.3.20F1 and Oculus Integration V54.I can perform facial tracking and AURA with my face expression.Based on research purposes, I need to store information about facial expression weights.But when I store the information about OVRFACEEXPRESSIONS.TOARAY (), the game will be stuck.Is there any way to allow me to store the information and not stuck?
Does the Oculus Platform SDK do any kind of local caching for things like application or IAP entitlements? Essentially, something that I can store and reuse if the user has no internet access instead of calling GetViewerPurchases? Happy to write my own entitlement caching system (with required encryption to prevent people hacking Unity player prefs), but wanted to double check that this did not already exist in some form.
Hi, I made a new project 3D Core, then added OVRCameraRig and OVRInteraction.OVRControllerHands and OVRHands added in OVRInteraction.I Copied HandGrabExamples OVRCameraRig. this worked.But I made a new project 3D HDRP, then added above prefabs like HandGrabExamples.OVRControllerHands is not displayed in HDRP project.Does anyone know how to display OVRControllerHands?
Hi, does anyone know why the Adjust Wrist Transform in Custom Hand Poses for Meta Avatars SDK can override avatar movement with controllers on but doesn't work with hand tracking?
So we're trying to figure out how to save images to the "Screenshots" Oculus folder on Quest 2. Android won't ever let us write anywhere else than in the Application.persistentDataPath folder using File.WriteAllBytes. Even though we have the Android WRITE permission enabled, we get the following error from ADB: UnauthorizedAccessException: Access to the path "/sdcard/Oculus/Screenshots/XXXX.png" is denied Some games like Real VR Phishing do save in-game photos to this folder but how? Would anybody have tips to share on how to write elsewhere than in the persistent data folder? Cheers!
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