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I'm using SnapInteractor to snap object to another , and how can i use it in multiplayer with netcode ? How to let all clients see that object is snapped to another ? So far the object just move with network transform ? What is the method to call with ClientRpc to let all clients snap object to another ?
I’m encountering five persistent errors related to Meta’s MetaXRAcousticSettingsEditor.cs script after upgrading to Unity 6.1 and Meta’s latest V74 SDK.In my screenshot, I’ve included:The installed Meta XR All-In-One SDKMy Meta XR Settings in PreferencesThe five specific errors Background: Previously, my project ran on Unity 2023.2 with V64 SDK, primarily as an OpenXR project. We initially had only one Meta package, which we weren’t using actively. Last week, we installed additional Meta XR packages, now fully compatible with OpenXR, as we aim to integrate new camera and input features into our multiplayer game. Issue: My lead programmer successfully upgraded everything, but strangely, he doesn’t encounter these errors—his setup runs without issues.We’ve triple-checked his committed changes.I’ve deleted and re-downloaded the project to ensure I’m working with the exact same version.Despite these steps, the errors persist only on my end. I would appreciate any insight in
Affected Versions: Using these versions causes this:
Unity 6000.041fOpenXR 1.14.0Hi there, I'm currently working on a Unity VR project (Android, Vulkan, IL2CPP). I've noticed that my standalone builds have a resolution of 1344 x 1408. This makes fonts hard to read. I tried to increase the resolution with things like: void Start() { XRSettings.eyeTextureResolutionScale = 1.25f; }But that does not work, even when I wait until XRSettings has loaded everything.I can't find any settings for this in Unity, either. Is there someone who has faced a similar problem or knows the answer to this?
TL;DR: Is there an efficient way to have a DLC setup where you can select between multiple levels and the first level selected and completed is free, and upon the first level completed, the other levels become purchasable as DLC. Hi all, I'm currently using Meta Horizon Developer Dashboard to manage In app purchases and DLC. Looking to get some We have the following work-flow, and we're not sure if this would be supported/plausible in some capacity: I have 3 levels that are all DLC, however the first time you play the game, we want the first level you select is free to play/test/try etc and then once you complete that level, all the DLC is available for purchase, but now you have to purchase levels since we've completed the first level. However, the constraint is that since we've selected a level for the first time, we always want to have that level available to us to play. There's also the potential we might want to scale this to 10+ levels, or some arb
Hi,I am a beginner in oculus and unity development.I am trying to live preview the project and want to see the visuals I see in oculus in the game window of unity also.But I am not able to, every time I have to build to the oculus and test or debug(which is very hard for minor calibrations stuffs). When I see the basic tutorials on how to set up, they just add the SDK and put the cameraRig prefab to the project and that's it. Then when they click the play button in unity, they are able to view the visuals in the game window of unity and oculus also. When I try to press the play button, in oculus nothing happens, and in unity, the view stays where the camera rig is placed(no movement, no nothing).Please can anyone help me with this? Is there anything that I need to enable in order to use this feature? Thank You.
Unity 6000.0.42f1Meta Quest 3SDK v72.0I've built a local multiplayer application where up to 3 people share the same physical space. The application relies purely on hand tracking, no controllers.The problem arises when I stand near another player, and the other player's hand(s) are in better view of my headset than my own hands. For example when my hands are down and the other player is pointing at something near our faces. My headset will start tracking their hand(s) thinking they are my own. I've tested this in the Quest's main menu as well as in my own game with the same results, if someone else's hands are near my headset, their hands will get picked up instead of mine.This obviously makes total sense - I can see why it happens - but surely I'm not the first person to have to solve this problem. Other than switching to controllers, which is a no go for this project, I'm very grateful to hear any suggestions.
I have been asking this question for over a year. My client has a VR App that is a music platform where in one scene is where they host the show and the other room is a lounge like experience. I need for people to go back and forth between those rooms in the same instance using the Multiplayer building blocks. Each time I change a room they don't go to the instances for that room and their network avatar doesn't show up when they appear in that room when they change from room to room. It needs to be similar to VRChat. I am using the Photon Fusion Multiplayer building block. Here is the script I created I have been trying to use but it hasn't worked. Can somebody please give me a straight answer or at least some help? using UnityEngine;using UnityEngine.SceneManagement;using Fusion;using System.Collections; public class ChangeScenes : MonoBehaviour{ public NetworkRunner networkRunner; public NetworkObject networkedAvatarPrefab; priva
Hello! I am developing a tool that can help me prototype my modular funiture system using VR, it consists of a sandbox where i can snap multiple parts together to make a whole object, but i am running into an issue i cannot overcome, it seems that the parts loose their interactor capabilities when they are snapped into another part, and they only maintain their interactable properties (so i can snap other parts to their slots, but i cannot use their pins).Above are the slots being connected as i intendedbut when i try to use the pin of this "master" piece, or any other that is attached to it doesnt snap.I have tried finding solutions on the internet but found nothing quite useful. Could someone point me to the right direction about how can i achieve the funcionality i am looking for?I am still new to unity and vr, any help will be appreciated!
I’ve been setting up a new project using the Meta XR SDK v76 and v77, but I’m running into a major issue: neither version is able to stream over Meta Quest Link. The headset just stays in the Link environment and never launches the app.However, everything works perfectly when using:Meta XR SDK v71, orUnity’s XR Interaction ToolkitSo the issue seems specific to the newer Meta XR SDK versions.System Details:Headset: Meta Quest 3Cable: Official Meta Link CableProcessor: Intel i7-13700KGPU: NVIDIA RTX 3070 Ti (8GB)Unity Version: 6000.0.31f1Has anyone else experienced this? Any known workarounds for v76/v77?
Hi there!We are experiencing a critical issue with accessing our Business Manager account. Our business ID is 584753818697935, When attempting to access the Business Manager, we are prompted to verify the account via an SMS code sent to our phone number. The number is correct, but the SMS is not being delivered despite multiple attempts.We are unable to contact Meta Support directly, as access to Business Manager is required to do so — which, due to the issue described above, we currently do not have. We have submitted multiple bug reports, but have received no response so far.Please advise how we can regain access to our Business Manager.Thank you in advance for your assistance!
Has anyone had any luck implementing TikTok Pixel into a Meta Quest build so that marketing conversion attribution can be tracked?Is this even possible?About TikTok Pixel | TikTok Ads ManagerGet Started with Events API | TikTok Ads Manager
We have discovered an issue where some of our users are pressing the Oculus home button right after they enter the pin when purchasing our subscription service. This results in the IAP.LaunchCheckoutFlow().OnComplete() never being called. Any additional attempts from the user to purchase and our app gets an immediate user_canceled error. It seems that the purchase does process on the Oculus side, but because our application does not receive the OnComplete callback, we are not made aware about this. What is the resolution to this issue?
I am trying to create a similar hand and controller model, similar to the one on the Meta home screen, where the hand is holding the controller, and not replacing it. I tried many things, I have an animated hand next to the controller that registers button clicks and animates the hand. However, the default position is not holding the controller, but rather being next to it. Can some please please help on how to get the hand "holding" the controller by default?
Hi!I'm developing an app for Quest 2 and with recent system updates, app is starting with passthrough, even when it is disabled on developer options.I've been trying to track this issue, but whenever I connect adb for a log, passthrough stays disabled, so I can't reproduce and log that issue.Hope you guys can help with this issue.
Hello 👋I have an issue with scaling! When I grab and scale up an object, the hands do not follow with the scaling but are stuck - in the middle of now bigger object - until the grab is released. This happens when I am using HandGrabInteractable with HandPoses.The only way to get around this, currently, is to use TouchHandGrabInteracable but then the hands are not visually holding on to the object, and the object is kind of free-floating, when the scale reaches its max limit, but the user is still trying to make it bigger. I would love to be able to use HandPose for specifying how the hand should grab onto the object but then the hands are, again, stuck in the start position of the scaling. To be clear; I do not want the hands to scale! I just want them to move with the scaling. I am usingUnity 6000.0.43f1Meta XR Core SDKMeta XR Interaction SDKMeta XR Interaction SDK EssentialsMeta XR Platform SDK Let me know if I need to elaborate on someth
Hi everyone,I'm developing a Unity multiplayer game. My avatar is loaded when playing the game(press the start button first, then load the avatar). I want to use OVR Face and OVR Face Expressions, but my avatars don't have SkinnedMeshRenderer. I failed to add facial expression to the avatar. Can anyone give some suggestions? Thank you very much!!! Some info:Meta Avatar SDK 24.1.1Meta XR All-in-one 65.0.0Oculus XR Plugin 4.2.0Photon Fusion 2.0.2Unity 2023.2.2011
Title. Has anyone had this error before or is anyone aware of a fix? User ID and User Profile is active on my data use checkup. I am running tests on a Quest 3 and it is using my main quest profile which is connected to the organization which my app is registered to.Thanks.
with XRHands and OpenXR Plugin,Unity.Debug:Couldn't enable Meta aim retrieval in plugin - please ensure you enabled the Hand Tracking Subsystem feature in the OpenXR project settings.but i had done:
Hi, this is my first time trying to set up a VR Unity project, and I'm currently trying to run the project on my Meta Quest 2 via link.My Unity version is 6000.35.1fMy Meta Quest version is v74I'm using the latest version of the XR interaction toolkit.When I enable link on my Quest 2, it enters a loading screen with 3 dots until I run the game and when I run the game, it just shows a black screen both on the HMD and on editor's game display.I've also tried swapping from OpenXR to Oculus, and now I can see the game on the editor's game display, but the HMD is still a black screen.Any advice or help you could give me on this would be greatly appreciated! Thank you!
So, I can get the local player's IAP entitlements via Oculus.Platform.IAP.GetViewerPurchases() , but how can I get the IAP entitlements for another player?My use case is that I'm working on a PVP game with cosmetic IAP. If player A reports to player B that he's wearing a specific IAP cosmetic, I want player B to be able to verify that player A actually owns that IAP. This is to prevent player A from hacking and showing opponents that he has IAP that he doesn't actually have.Maybe I could use the https://graph.oculus.com/12345/verify_entitlement server call, but I've been having trouble getting it to work, and I'm wondering if there's a more straightforward way to do it in Unity.
Hi,I'm using Oculus.LipSync library in Android Unity Project.Please note the following background information:https://developer.android.com/about/versions/15/behavior-changes-all#16-kbBeginning with Android 15, the platform supports devices configured to use a 16 KB page size (“16 KB devices”). If your app uses any NDK libraries, either directly or indirectly through an SDK, you will need to rebuild your app to ensure it works on these 16 KB devices.https://android-developers.googleblog.com/2025/05/prepare-play-apps-for-devices-with-16kb-page-size.htmlStarting November 1, 2025, all new apps and updates to existing apps submitted to Google Play that target Android 15+ devices must support 16 KB page sizes.With that in mind, could you please let me know from which version of steam-audio library support for 16 KB page-size devices was introduced? In other words, which library release should I upgrade to in order to guarantee compatibility with 16 KB page-size devices?
I am developing a VR app in Unity 6.x using meta spatial anchor api.In the app flow I managed to create, save and share the spatial anchor using a Guid group value through the method OVRSpatialAnchor.ShareAsync, but as I call the method OVRSpatialAnchor.LoadUnboundSharedAnchorsAsync it returns me this error Failure_InvalidParameter.I checked the parameters passed to the method, they are valid, the group id is correct and well-formatted.The call was working fine until a few days ago, when it suddenly started returning this issue.Can anyone help me?Thanks in advance
I'm developing a game for both Meta Quest and non-VR mobile platforms. I couldn't find any info on scripting define symbols to disable the Meta Quest SDK so that I can quickly switch over to mobile while building. Any help is appreciated. Thanks!
Hi everyone! I'm using the movement SDK in Unity to track the facial expressions of the person wearing the headset (Meta Quest Pro). I saw there are some "features" related to tongue (eg. TongueRetreat), and it made me curious on how these features are measured, since they were added after the other ones (version 60). Are they measured from cameras/similar, or are these features derived from others?
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