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Hi there!Just trying out the Lipsync plugin to use in Unity, was wondering if it requires a specific voice clip sample rate to perform better.
Downloaded the Oculus Integration package, and tested the hand prefabs in the default scene with the recommended quality settings. However, the hands still seem to be a little shaky compared to released Unity apps I've tried and the main Oculus environment. Anyone know how to fix this?
I feel a bit confused about aligning the scene with the real world play area.The play area is an empty 8x4m room dedicated to VR games. The player will be prepared and equiped in a small room next to the play area. When ready, he walks to the play room in passthrough vision mode, he takes place to the starting location of the play area, when done the game starts. Questions:- The floor in the play area is a perfect rectangle 8x4m, should I use Scene API (and how) to define perfect planar bounds instead of the manual Guardian setup with controller? (is Scene API only relevant for Mixed Reality or is it also suitable for full VR?)- While actually testing my game with manual guardian setup, the room occasionally shifts or rotates in a wrong axis, etc. (pretty scary because I don't want to have to setup the room again while players are waiting to play their game) So how can I ensure a persistent play area? Does Spatial Anchors may be useful?
Hi!Our team is working on a multiplayer app for Oculus Quest 2.The application has several rooms in which users communicate with each other (we use Agora Voice to connect users). Each room has its own audio channel.Connection to the audio channel occurs at the moment when the user enters the scene. After the latest Oculus Quest 2 update, a volume bar began to appear every time the user changed the audio channel. This greatly degrades the user experience. Tell me, please, is there any way to remove the volume bar when changing the audio channel? Will this problem be solved with the next update of the headset?I would be very grateful for your help!Unity version: 2021.3.16f1
Recently I have imported the new Meta XR Audio plugin into my project to use as the spatializer and tried to delete the old legacy Oculus Spatializer however Oculus Spatializer still appears under Project Settings > Audio > Spatializer Plugin after dll files have been deleted. Nothing is in the project that should be linked to it so I am confused as to why it is still showing.
I have created a combined Unity project for the Quest and the HTC Vive. I was hoping OpenXR could be used for both, but unfortunately for Quest I still need the Oculus Integration package for the entitlement check and that again requires the Oculus XR plugin.So i cannot use OpenXR for Android builds.But I still want to use OpenXR for PC Windows builds. In the Project Setting for PC I see the MetaXR Feature, which should not be there because I am not building for Oculus. If I disable it I get a noticifcation when I press Play that the feature must be enabled.But when I enable it and then press Play the editor crashes.After upgrading the Oculus Integration package to version 51 I notice a flag 'oculus Quest Quest Support', which is very weird for a PC build target. When I disabled both this flag and the MetaXR feature and pressed Play the editor stil crashed. After restarting the option was gone and replaced with 'Use Mock HMD'What is happening and how can I get rid of the MetaXR feature
I'm having problems with my app's Manifest, I want to publish it on the ALPHA channel, but when building I get errors, even using "Create store-compatible AndroidManifest.xml"I tried to debug, I added: |android:exported="true"| and |android:installLocation="auto"| in the Manifest, I was able to build it, but I couldn't upload it.OVR Platform Tool log: NOTE: Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO - android.permission.MODIFY_AUDIO_SETTINGS Please remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection of your application. This app contains both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) libraries. This consumes extra storage and increases download times. Consider updating your build to target 64-
I ran an app made in Unity on Meta Quest2.Then, it works normally when a certain object is out of sight,When a certain object enters the field of view, the movement will be significantly delayed. I think that there are also things that express big cities in other VR apps,Why can't my app draw that object normally?Is it because the object has too many polygons?Approximately how many polygons does Meta Quest2 work with? [Target object information]Size: 389,155KBVertex: 2,750,126Side: 8,524,762Surface: 5,755,044Triangular plane: 5,755,044
helloi want to get occulus Avatar in my unity game so what i can do?
I'm using Oculus SDK inside Unity and whenever I try to run Unity with no headset attached it crashes. I've opened a bug report with full logs given to them and they've concluded that the problem was the oculus sdk.They send me this saying this is the cause of problem : 0x00007fff76fd6ad7 (LibOVRRT64_1) ovr_ReleaseHapticsClip 0x00007fff76f9e902 (LibOVRRT64_1) ovr_ReleaseHapticsClip 0x00007fff66610876 (OVRPlugin) ovrp_UnityOpenXR_OnSessionDestroy
I built an MR using passthrough. How do I obtain the images I see in my eyes? Previously, only virtual images were obtained without real-world images. Please tell me the relevant solutions.
I'm currently trying to implement teleportation between teleportation points in Unity. The teleportation itself works fine, but the height of the player controller keeps changing. I first thought it might have to do with collision since some of the points are close to furniture objects with colliders, but it also happens if i teleport to empty spaces.Has anyone encountered this before and knows how to fix it?
Hi, I just switched to Unity 2021.3.25f1 and Oculus XR Plugin 3.3.0. I am using MRTK for building an AR experience with pass through. The passthrough does not work anymore. I am running the game on a quest pro. What is interesting, that the OVR Camera Rig Prefab that you have to provide seems to get ignored. The camera rig prefab contains the geometry for a quest2 controller. In the game I actually now see a quest pro controller. I have no ides where this geometry comes from. However it would explain why the passthrough does not work, because the OVR Passthough Layer might also get ignored. Do you have any ideas, where this might come from?
Searched the forums, saw people asking about it, no answers.Added only OpenGLES2 in the player settings and added to the manifest:<uses-feature android:glEsVersion="0x00020000" android:required="true" />Also tried it with OpenGLES3 and 0x00030000.Tested with Unity 5.4.0f3 and 5.3.5p6Tested with different types of textures, tested with empty project, IL2CPP or MONO, nothing solved it.I keep on getting "GLES version is (not specified) (uses-gl-es)" on the validator.I succeeded in uploading one of the builds to the store - but I have no idea what I did to make it work, as the local validator keep with the message "GLES version is (not specified) (uses-gl-es)".Thanks
Which devices are supported? Only Oculus Quest 2 and Pro?Oculus Quest 1 doesnt have support for it right?
Like 28 peoples game crashed due to an error:android_crash:android.app.BackgroundServiceStartNotAllowedException:com.oculus.vrapi.ScreenCaptureHelper.advertiseStreamablePackageStack Tracejava.lang.Error: FATAL EXCEPTION [Thread-3]Unity version : 2021.3.25f1Device model : Oculus QuestDevice fingerprint: oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50500320057200150:user/release-keysBuild Type : ReleaseScripting Backend : IL2CPPABI : arm64-v8aStrip Engine Code : trueCaused by: android.app.BackgroundServiceStartNotAllowedException: Not allowed to start service Intent { act=SET_METACAM_PACKAGE_NAME cmp=com.oculus.metacam/.capture.CaptureService (has extras) }: app is in background uid UidRecord{c77b0c3 u0a93 CEM bg:+1m47s574ms idle change:idle procs:0 seq(0,0,0)} at android.app.ContextImpl.startServiceCommon(ContextImpl.java:1870) at android.app.ContextImpl.startService(ContextImpl.java:1826) at android.content.ContextWrapper.startService(ContextWrapper.j
(Message a little long to try to explain as well as possible, don't panic, the problem comes down to the question ^^)I also want to say that if you have another solution to this problem, that is to say another method than mine, I'm interested too. The most important thing is that I can implement what I want. Not necessarily the way I imagine it! Thanks in advance for your answers. Hello,In a VR application, where the player uses HandTracking. I want to make him take an object in a bag (The bag is hung on a wall to avoid complicating the problem, and it can't be grabbed). Of course, I don't want the object to go through the bag, so I want to force the player to remove the object from the bottom.For this, I used the script "One Grab Translate Transformer", which allowed me to get the result.I then added a Cube with a box collider, and the option "Is Trigger" checked, to trigger an event when the object comes in contact with it.Here, the event resets the values of "One Grab 
Inside the following prefabs:Assets/Oculus/SampleFramework/Usage/Prefabs/UIOverlay.prefabAssets/Oculus/SampleFramework/Usage/DistanceGrab/Prefabs/DistanceGrabSquirtGunPf.prefabAssets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Couch.prefabAssets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Desk.prefabAssets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/3rd Person Controller.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/First Person Controller.prefab
With the Spacializer plugin set in project settings, we are repeatedly seeing these errors every frame when running on the Quest hardware. 09:37:49.690 5039 5158 I OvrAudio : ovrAudio_SetSimpleBoxRoomParameters: OVRAudio not initialized09:37:49.690 5039 5158 I OvrAudio : ovrAudio_SetSharedReverbWetLevel: OVRAudio not initialized09:37:49.690 5039 5158 I OvrAudio : ovrAudio_MixInSharedReverbAndAmbiLR: OVRAudio not initializedNote that OVRManager is initialized and running. Is there something else that must be present for OVRAudio to initialize? Searching the codebase, I do not see much in terms of OVRAudio. Is the ONSPAudioSource supposed to init OVRAudio? Or is there something else I am missing?
1) UnityException: Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'2) UnityException: Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'Oculus.Platform.Core.getAppID (System.String appId) (at Assets/Oculus/Platform/Scripts/Platform.cs:50)Oculus.Platform.Core.Initialize (System.String appId) (at Assets/Oculus/Platform/Scripts/Platform.cs:142)ShopManager.Start () (at Assets/Scripts/A My Scripts/IAPs/ShopManager.cs:40)But Its set. Also second problem is that my game crashes on start or just at random moment. Im very confused what can cause this and all i have is oculus reports
when i try update my game i try to change it but i cant find the switch platform button on number 2
Hi, we are developing a metaverse platform and ever since v51 we have been unable to load our main scene properly. It seems as if it is due to requiring more memory than our other scenes however this scene has been fine up until the update. We were getting a low memory crash with a popup saying the device cannot run our app due to low memory, however after optimizing it we are now only getting a freeze with logcat complaining about 100% memory usage. It runs fine on Quest Pro so I would assume it's due to Android 12 requiring more RAM for it's OS functions and thus limiting the amount of RAM for Unity apps more than with Android 10. Our scene is the most important scene as others load but we would like to get this resolved asap. For further context the scene has a lot of different meshes and gameobjects like terrains. Please let us know what we can do to get our scene to load properly on Quest 2 as the majority of VR users are using that headset. We have tried loading the scene as
I try to integrate my own custom avatar with the movementSDK.I filled the component OVRCustomSkeleton with all the bones of my character rig, but when I play the app, the mesh gets terribly distorted. What is going on here..?
Hi.I work on a VR character for Oculus Quest Pro.I use my own character model and I want to integrate it with the MovementSDK.My setup is built based on the "MovementRetargeting" scene.It works ok, but the quality isn't that great.The neck of my character is extruded back. I tried to fix that by adding additional bone into "adjustments" in the Drive Third Party component, but it didn't help. The neck is always distorted. Any suggestions on how to fix that? Is there something I am missing?I have skin weights set to unlimited in unity build settings.
I tried to use the Ray Interaction feature of the Oculus Integration SDK to interact with Text Mesh Pro UI, but it doesn't work. The raycasting passes through the UI surface. However, when I used the same UI surface with the Ray Interaction feature of OpenXR, it worked fine.I'm wondering if the Text Mesh Pro UI can be used with the Ray Interaction feature of the Oculus Integration SDK. Are there any specific settings that need to be configured?Any help would be greatly appreciated.
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