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Hi, I'm using the TouchScreenKeyboard class to open the keyboard and when I press the confirm button of said keyboard it closes and re-opens instantly. I'm not using an input field so it's not a problem of it staying focused and I'm only calling the "Open" method once.Any help would be really appreciated.
Hi Devs,I am using Unity 2021.3.16f1So my question is : I am using unity and developing an application for oculus quest 2. In my scene I have 2 buttons and each has a link to open. now the thing is that link is of Spatial.io environment and i already have spatial.io application installed in Oculus, What i want is When i click the button for spatial link that should open in Spatial.io application. Guide me to integrate this deep link feature. I have already checked documentation for Oculus the process that they have mentioned is for OVR Not for XR.I any one has any solution regarding this please do the needful.Thank you.
Hello, I've been attempting to port a small Unity game into Quest, and I've followed Valem's tutorials on Youtube (https://www.youtube.com/watch?v=XOc71-Og0Kg), which are very helpful. However, several times he uses many "Pointable" components, such as Pointable Plane and Pointable Cylinder, which simply dont appear in my editor. This is affecting my ability to properly create interactable UI/canvas and also pushable buttons. I'm using Unity version 2021.3.4f1. Any workarounds on this?On another matter, my hands also do not appear while in Play mode. If I Build & Run on the quest, both hands and controllers work fine, but if I test the app while linked and on Play mode, only the controllers work and the hands dont show up. Any help here too?PS: Also, along the way of trying workarounds, I've made an unknown oopsie and suddenly no interactions work anymore (and I dont have the previous version). Like, the scene, objects and hands/controllers load, but I cant interact with anything a
Hello, Is there a way to be able to grab objects using any button ? im using Oculus SDK in unity. Thank you
Hello everyone,When I click on "set oculus as active" button not getting any response please see attached screenshot and advice how to resolve this issue.Thanks
Hello,In my project the player is mounted on a boat, so the collider with the shape of a vertical capsule does not conform to the shape of the boat and therefore does not stop on the walls and overlaps them until the capsule collides with the wall, leaving half a boat inside the wall. How can I make it work with the collider of my choice?
Hi everyone! Sorry if this post is a duplicate.I'm searching for a way to display/get the keyboard inputs during a Link session and the Unity Playmode.We are not able to use the Unity TouchScreenKeyboard as it seems only compatible with Android/iOS and Windows Store Apps.I would be glad if someone knows a built-in solution as we need the multiple languages support which is not an easy task to implement.Thank your for your time!
We're using the Keyboard overlay with Unity 2020.3.14 / Oculus XR Plugin 1.10.0pre2 / XR Plugin 4.0.7. We have two related issues:When pressing the keyboard close button (bottom-right) the keyboard just reappears. It seem Unity never gets the focus back as I don't get a InputFocusAcquired event.The keyboard overlay doesn't seem to handle multiline fields properly. I would expect the tick button to become a return, but pressing this doesn't add a return and instead closes the keyboard, then re-opens it again and because of the previous issue with the close button means you are stuck in the keyboard overlay with no way out...Both these issues happen with Unity UI InputFields & TMP versions. Thanks,Pascal.
I just updated my project to Unity 2019.3.13f1 and in the same move, updated the Oculus Integration package to newest from Asset Store (v16)Now I cant even hit framerate in my menu scene, because OvrManager.Update() is using 4-5ms of my frame time.If we enable deep profiling, we can see OvrPlugin GetControllerState4 being the culprit. Whats going on here?Is anyone else seing this? I dont know what I can do since it looks like its a problem with the plugin itself
OculusXR within Unity Editor and any builds created are now constantly crashing after this latest Oculus Update.These are the 2 errors that are crashing everything. This comes out of nowhere for me after the latest Oculus update.This only happens with OculusXR. Switching to OpenXR within the editor and all builds with it work fine. But it should also work with OculusXR. DllNotFoundException: Unable to load DLL 'MicrosoftOpenXRPlugin': The specified module could not be found. at Microsoft.MixedReality.OpenXR.NativeLib.SetPluginEnvironment (Microsoft.MixedReality.OpenXR.PluginEnvironment pluginEnvironment, System.String pluginInfo) [0x00000] in <00000000000000000000000000000000>:0 at Microsoft.MixedReality.OpenXR.PluginEnvironmentSubsystem.InitializePlugin () [0x00000] in <00000000000000000000000000000000>:0 DllNotFoundException: Unable to load DLL'AudioPluginOculusSpatializer': The specified module could not be found. at ONSPAudioSource.OnBeforeSceneLoadRuntimeMethod ()
I seem to be at a loss for I have been working on this problem for the last couple of days.I am trying to create a game where the player walks through the environment by walking around their play area given it meets the requirements (7 ft x 7 ft). I, however, seem to not be able to make the world align with the play area. I am able to get the play area and calculate where the player is inside of the play area as well as calculate the angle in which the world needs to be rotated to become aligned with the play area. Nothing that I do has seemed to work despite the numbers I have gotten. Has anyone else done this and can give me pointers or a solution on how this might be done?
I am working on an application that uses handtracking in combination with buttons. I am using the OculusInteractionSampleRig in combination with my own version of the BigRedButton (but the problem also occurs when I use the BigRedButton itself), as shown in this video:https://www.youtube.com/watch?v=BYS2NN1bWS4&ab_channel=DilmerValecillosThe application consists of a selection scene and a couple of functional scenes. After finishing one of the functional scenes the user returns to the selection scene.When I start the application everything work fine. My hands are tracked and I can 'click' the buttons by pressing them with my hand. The functional scene also works fine. But when I return to the selection scene the hands are still tracked, but the button interaction does not work anymore. In the Android Logcat window I see a lot of nullreference exceptions:The errors appear right away when the scene is loaded, without me even touching one of the buttons. It seems to be related to the
Hi there, I've encountered an issue where a non-developer user account is getting Invalid OAuth2 Token when trying to call the Platform.Users.GetUserProof API to generate a nonce on the client application (local development build).I wonder if the user has to be part of our oculus developer organization in order to consume this API? I don't see any relevant doc explaining it or similar issues from other developers yet. But I've attached the stacktrace for your reference. Note: The GetUserProof API would work fine with developer account under our scoped organization. Thanks for your help in advance! 🙂
Hi everyone, i have met some problem, i want to edit the finger position like photo1, but is a old version, in the new version, i cannot use the "hand grab point script" any more, instand it tolds me to use "hand grab pose script", but in this script i cannot edit my finger and joint anymore, didi any one knows some way to help me? old version
I can't find any info on this online.
Hi everyone, i saw on other post a lot of tries on alinging the virtual room with the wold position, and i think I almost got it. I coudld do it on the last version of oculus integration, but i cant do it with the new one.My way to aling the room was using the "OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary)"wich gives you an array of points according to the guardian boundary that you did. This worked perfect, and i could get the position of the first point and then saving the position of he virtual room acordding to this point (and saving it on the player prefs) then to get the rotation i just took 2 points of the boundaries and getting the angle between those. BUT... the outerboundary got deprecated on the last version and doesnt seems to work anymore. (Wich is so bad case i need the Application Spacewarp)So, I should find another way to get the guardian boundary points or anything that gives me some real world points.It would be so helpful 
Looks like a recent update has added a notification popup that asks the user whether they want to quit the current app when they try to enter a destination to another app via:Oculus.Platform.Application.LaunchOtherApp(appId, applicationOptions); I see how that could be useful, but for my usecase it doesn't make sense and is disruptive to the UX flow. Can we make this modal optional?
Hi.The Oculus Quest/Rift software allows the setting of a Guardian space, which has a defined width, length, and center in any given room. The Guardian does not change when resetting the view or taking off the glasses, waiting for them to go to standby, and turning it on again. However, when resetting ("centering") the view or taking off/putting on the glasses, the center point and orientation of the user changes. In particular, the current center of the user changes to 0,0,0 in Unity, but this is no longer the center of the Guardian. My question: Is there any way to keep the Guardian center at 0,0,0 in all cases, even if the user resets their view? Thank you.
New to meta quest development. Downloaded the Oculus integration package and attempted to access the boundary geometry via OVRBoundary.GetGeometry(), but it keeps throwing the error "This functionality is not supported in your current version of Unity".I've tracked the problem to the OVRPLUGIN_UNSUPPORTED_PLATFORM preprocessor directive, which is apparently being set at some point by the unity engine, but I don't know how or by what. I'm building and deploying directly to a meta quest 2 with OS SQ3A.220605.009.A1, runtime version 53.0.0.137.132.472990674, version 53.0.0.137.132.472990659. The quest device gives me no options to update the firmware.Reinstalling the Oculus Integration package made no difference. Upgrading to Unity version 2022.2.21f1 made no difference. Oculus is selected as the XR Plugin in project settings. Meta Quest Support and Meta XR Features are both selected in OpenXR. Working in Windows 10 Pro. Oculus Integration version 53.1.The specific script in question is:&
I have an imported 3D model with its own material. However, after adding the Affordance system and customising the hover settings to change colour on hover, the material disappears, anyone else faced the same issue?
Is there any official support provided by meta engineers or are we really supposed to debunk everything on our own ? Any premium support offer?
Hi Team,Recently Meta Horizon Office has been released in India. I have tried it.I have been working on a VR application. In that application we need to implement a feature that view our desktop in our VR application like Meta Horizon Office.Is it possible to use the Meta Horizon Remote Desktop integration with our application? We would be grateful If you help us with this.Regards,Mahanth K
Still looking for the correct way to keep my VR game correctly oriented with the real world area with consistency across sessions. Are Spatial anchors only for mixed reality or can I use them as consistent references for a non-mixed reality project but full VR game?
I want to make a multiplayer expirience in VR with unity and I want to use de meta avatars SDK but I can't find a guide on how to do it, and I think is because I don't have to much expirience in networking but the documentation doesn't help me. I can use them locally very easily but for multiplayer I have no idea on how to implement this.Just to add that is no like I don't know anything about multiplayer, I actually have a VR multiplayer proyect and it works perfect, is just that I want to have the meta avatars instead of custom made avatars because is so much work to do my own avatar system. Hope sombody can help me with a guide or something to study how to do it! :c
Hi there,Using bloom post processing effect, I did set the volume as local and a box collider is attached to it. I can't figure out why the bloom effect applies to the whole scene.
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