Unity Development
Recently active
unity2021.3.19中导入了SDK,可以使用控制手柄,但是没有语音识别,关闭项目重新打开时找不到DLL
I'm using this code to attach a game object to hand_thumb3: _rightHandSkeleton = _rightHand.GetComponent<OVRSkeleton>(); _rightBoneToTrack = _rightHandSkeleton.Bones .Where(b => b.Id == OVRSkeleton.BoneId.Hand_Thumb3) .SingleOrDefault(); _myGameObject.transform.SetParent(_rightBoneToTrack.Transform);However, _myGameObject's position ends up being way off from where my hands are supposed to be. This is making me think that hands aren't tracking properly with children attached. This method worked before I upgraded to v55. Any suggestions?
Hello, so I'm developing a VR game with unity engine using oculus integration 46 and an oculus quest 2, I need to integrate the body tracking but I am stuck with that error and i could not figure it out.Anyone has a clue? and thank you
How can I use Unity editor view without having to deploy my project in the Quest 2 device? I saw various solutions for Oculus Quest but they don't seem to work for Quest 2.
I have built a WebRTC live video streaming application using Unity. The video is currently playing on a Canvas Asset on Unity Android. Now I want to allow the meta quest pro to be able to watch video played on live. What are some things I can try?? I am lost... Any thoughts?
I recently started working with the Avatar SDK, Platform SDK, etc in Unity 2021.3.28f1 and am constantly butting up against DllNotFound exceptions (below)Sometimes, deleting the Library folding fixes it... but I just did it again and it still happened. It can be completely random as to whether or not it pops up, and once it does it doesn't go away unless I intervene through juggling various weird solutions.The DLLs are definitely there, they definitely have the correct platforms checked... but for some reason simply refuse to load in at times no matter if I'm launching with Android or Windows as the in-editor platform.Has anyone got a sure-fire solution for this? I've seen people moving DLLs around,
Hello Friendz,Is it possible to send meta quest 2 app's captured screenshot directly to cloud server without saving it on meta quest 2 storage?
Hello guys, so I was trying to build a VR app. I was using oculus integration sdk. I know there is interactable unity event wrapper for assigning functions when an object is clicked using raycaster. When select event and we assign function by adding to the list in inspector. For me models are loaded at run time and I want to assign a function to the model when it is selected via raycaster through script. Like instead of adding in inspector, I want to assign a function to when select via script. How can I do it?. Struggling with this for hours now
Hi guys, I am working on VR project with Unity C#. And there is requirement of recording video of meta quest 2 screen. Does anyone know how to do this? I will be thankful for your help.
I have a Meta Quest 2 and I am working with Unity 2022.3.5f1. When I develop a scene the controllers are able to get tracked and I could also do OVR controller hands. However hand tracking does not happen. Can anyone help with this
Hi All.I can create single hand poses (such as thumb up / fist etc) and now want to create a two handed pose - so for example - Left / Right hands open and Palms Up.I can't find any reference to this type of pose anywhere and can't figure out how to do this. I've seen quite a few games now using two handed interaction so it must exist(!).Many thanks for your help.
Hi,I'm having real difficulty locating both where the Quest 2 controllers use the sensitivity settings, and how to adjust them. For reference, I have a button on a menu that needs the trigger pressing down, but it currently needs pressing down 100% of the way, which makes menu interaction awkward and I want to reduce that but can't find the input methods to adjust it.
Some quick questions:Is there an easy way to access the eye "openness" value (which is clearly used in the facial tracking blendshapes"? Is it possible to query for pupil diameter and location in sensor (as with other eye tracking APIs)?
vggfvgvg
I am trying to use the Quest Pro as an AR headset using the Passthrough. I want to be able to overlay virtual doubles of real-world objects such that I can then perform raycasting on them. I have made a calibration procedure that uses infrared cameras to find the transform from real world to unity world, but the calibration breaks between sessions. I wonder why?How does the global virtual coordinates initialized with respect to the headset? Does the headset always start at 0,0,0 and the virtual world adjust to that? Also, I have physically marked my safety boundary on the floor and between headset restart notice that the boundary does not match my initial markings. Does that mean that between headset restarts the localization and mapping of my boundary is off and therefore my real world to virtual world calibration breaks?
hello friends,friends i need your help....! I want to Get my own oculus customize Avatar in my unity game So what can i do??Please answer me...!Thanks in advance
Hello all, I was wondering what the easiest way is to use my Meta Quest 2 to record hand and finger tracking data and get output in a .anim file format so I can use it in unity as its own layer in my animator controller? Thanks in advance.
Hey all, I'm building a Quest project for a client and they want me to simulate the player's hands shaking when they reach out in front of them. Is there an easy way to add my own random rotations to the player's tracked hands or controllers?Any help with this would be great 🙂Cheers,Simon
@metasuported@metasuportedjoeylink.to family saver
Unity 2020.3.48f1Oculus Integration SDK v54Passthrough Support and Hand TrackingWhen I create a new project and import the Oculus Integration SDK the Quest Features properties of the OVR Manager script are enabled and can be customized and the passthrough/hand tracking work.I have another project and those properties are disabled, but the hand tracking works and the passthrough does not. I created a copy of the project and made some changes, such as removing OpenVR and OpenXR, and I think that did something because the properties are enabled and the passthrough works, but now the hands don't show up. It throws an error "Win64/InteractionSDK.dll" not found and the "Hand Filter" script gets disabled.
I'm running Velocity One flight controls thru an Xbox S and using Microsoft Flight Simulator software. Can I get that to work thru my Quest2 headset?And sorry, a bit technically challenged and old. So think of like explaining to your pilot Grandpa! ;}
I'm pulling my hair out - unable to get the virtual keyboard to display when I select a UI element. I'm probably missing something that maybe one of you will notice. This is the support document I'm following: Enable Keyboard Overlay | Oculus Developers Requires system keyboard is checked. I can use the laser pointer to highlight text in the textbox, so the focus is working. Is there anything else I should need to be configured for the keyboard to display when a textbox UI element is focused?
I have a Quest Pro application which I am trying to make compatible with other headsets such as the Quest 2. Part of my app integrates using the stylus as an input method but that obviously won't work with a Quest 2. I have a workaround to do the interaction without a stylus but I need to be able to detect this so that the user always uses the best available input method. How do I tell this? One way I can think of would be to somehow detect which headset is being used but that may not be an amazing idea for forwards compatibility and I also have no idea how to find this out in a Unity C# script?Any help appreciated.
Hello, I'm trying to get to grips with the scene querying functions, specifically in order to get the known positions of the floor, walls, desk, sofa and windows. I've set them up in the OS on my Quest 2 and I can see them renderered when in the home UI, but my sample app doesn't get any of the info. Instead, in the console I get: [OVRSceneManager] LoadSpatialEntities() OVRPlugin.QuerySpaces() failed.[OVRSceneModelLoader] LoadSceneModel failed. Will try again next frame.Spammed again and again. If I run "The World Beyond", available on the Oculus Store it seems to pick up my wall positions well, so I suspect it's something to do with my config, or the version of the package/Unity I'm using. Can anyone help? Here's my setup:Barebones project with Unity 2021.3.10f1 on Windows 11Oculus Integration v43.0Build Settings set to use the VirtualFurniture sample sceneChanged OVRCameraRig to enable passthrough and experimental featuresChanged Player Settings to use IL2CPP and build
I am working on a project for the Oculus Quest. I need to know when it begins to drift, tracking is lost, it switches from 6dof to 3dof, the user resets their direction, etc.. I have tried the Unity callbacks below, but they don't seem to work as expected with the Quest. Any ideas?UnityEngine.XR.TrackingSpaceTypeUnityEngine.XR.XRDevice.trackingOriginModeUnityEngine.XR.XRNodeState.tracked
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.