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I've had a project working fine for ages using unity 2021.3.9, OpenXR for input (through the old input system, only positions and buttons), and the oculus integration for oculus features.I've just updated to the latest oculus integration package (nothing else has changed).After doing this everything is tracking fine, I even see the movement of buttons as I press them on the models, but none of the buttons are registering with the old input system anymore. (I've not tested the new one)I've checked everything against my backup and I'm pretty sure it all has the same settings as before.I've tried updating to 2021.3.23 and all other components. I can replace the Oculus folder with the backup and it works, update it again and it doesn't work.I've ended up having to use OVRInput instead for now. Any ideas?
Hi,Has anyone ever tried to integrate Meta Quest Pro's XR mixed reality features with external cameras and make them appear in the third-party view on the screen?
Hi, i'm a developping on Oculus Quest under Unity. I'm migrating an app from HTC Vive to Quest. Code is somehow similar and used to work well on Vive.Anyway, I want to highlight some objects. The following code was working well on Vive but nothing happens right now on Quest. obj.GetComponent<Renderer>().material.EnableKeyword("_EMISSION"); obj.GetComponent<Renderer>().material.SetColor("_EmissionColor", obj.GetComponent<Renderer>().material.color);any suggestion ?Thanks !
I have a app already published called "Missouri-Heart of The Nation Virtual Reality Exhibition " the platform is Rift when I submitted but now I want to add Oculus platform as well. So is it possible for you me to update the already existing app to add Oculus as a new platform or should I create a new build with Oculus as a platform.
Hi everyone, I have a problem with object grab, I'm using Unity 2022 and Oculus integration 0.46 I take the official oculus example : DistanceGrabProblem: when I grab an object and move, the object doesn't stay still in my hand but moves to the opposite side, I attach the video so it's clearer. Is there a solution to this? Issue Thanks for support.
Hi,I am having a crashing bug on the Quest 2 with Unity version 2022.1.23f1 and the 49 release of the Integration SDK. Here's the crash portion of the log. 21:07:28.264 6514 6578 E CRASH : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 21:07:28.264 6514 6578 E CRASH : Version '2022.1.23f1 (9636b062134a)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' 21:07:28.264 6514 6578 E CRASH : Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/49882890235800150:user/release-keys' 21:07:28.264 6514 6578 E CRASH : Revision: '0' 21:07:28.264 6514 6578 E CRASH : ABI: 'arm64' 21:07:28.264 6514 6578 E CRASH : Timestamp: 2023-02-23 21:07:28-0600 21:07:28.264 6514 6578 E CRASH : pid: 6514, tid: 6578, name: Thread-2 >>> com.robertdiel.hidden <<< 21:07:28.264 6514 6578 E CRASH : uid: 10130 21:07:28.264 6514 6578 E CRASH : signal 11 (SIGSEGV),
I'm developing on Quest 2 and unity, I would like to be able to hold an object in my hand without having to hold down the grip key, via ovr grabber/grabbable, how could I do?I would need something similar to xr origin where there is Action Trigger = sticky,where you just click once and the object stays grabbed. Thanks
Hello!My team is having some frustrating issues with visual clarity in our Unity project built for the Quest 2 with Unity OpenXR. The clarity is especially abysmal (blurry, distortion) towards the far edges of the screen, which begs the question: is fixed foveated rendering on or off by default with Unity OpenXR? Or is this setting not controlled by Unity at all, and just from the headset menu? If it is on (which it looks like it is in terms of degrading quality away from the center), we would certainly like to turn it off!Many thanks,Lorenzo
HiI can't get this feature to work. To test it I have made an empty project like this:Create Unity 2021.3.23 project using VR template (I don't normally, but thought it might be the most official way to make a test)Switch to Android platformCheck "Development Build", "Script Debugging" and "Wait For Managed DebuggerInstall Logcat package (to see the Android log and the Wait for debugger messageClick "Build And Run"When "[Wait for debugger to attach] Also use Volume Up or Down button to confirm..." is shown click on the volume button on my headset... ... ... nothing happens. No messages in logcat, no change on headset which remains black.I am going crazy!!!
i have a unity oculus intergration and im getting RECORD_AUDIO estricted by oculus
Greetings everyone, I'm looking for a way to know which hand is holding an object (either the lef or the right)I'm using Oculus Integation v48 in Unity.Does anybody know if Oculus has a ready to go variable for this purpose?thanks for the time
Hi there,We were told to make the windows network firewall no display on the first time of the app setup, as a unity vr app , how can we realize this ? it seems that it's the behavior of the windows setting.
Is there an API method to determine if the Meta user has already purchased the game? We do have API calls to determine if the user has purchased Addons (IAP), but I have not found any method regarding the game itself.We are changing our game price to free, and want users that have previously purchased it to have special benefits ingame.
I have a wrist UI right now connected to LeftHandAnchor.Unfortunately with this, I have to give fixed offsets and sizes.How can I connect this to the Meta Avatar in a way, that I can put it above the skin of the wrist, like a smart watch and even size it according to the wrist diameter?
Hi, I´m Using the custom Renderpipeline by oculus in order to enable and use the ASW, but when I try to download the avatar using the URL, I got the error with the ready player me shader. When I try to open the material with the shadergrahp it can not open . so there is a way to fix this shader ? Thanks
I got the error message on PC when I tried to get user entitlements. I've already created a test app on your Meta developer dash, added myself as a user, and inserted app id in oculus platform settings. However, it still didn't work. Does anyone know what might be the problem?DllNotFoundException: LibOVRPlatform64_1 assembly:<unknown assembly> type:<unknown type> member:(null) Oculus.Platform.WindowsPlatform.AsyncInitialize (System.String appId) (at Assets/Oculus/Platform/Scripts/WindowsPlatform.cs:43) Oculus.Platform.Core.AsyncInitialize (System.String appId) (at Assets/Oculus/Platform/Scripts/Platform.cs:74) OculusStuff.Awake () (at Assets/Scripts/OculusStuff.cs:18)
I am not able to launch multiple unity games in VR on my Oculus Rift S. those games are Pistol Whip, Open Brush, Premium Bowling. Error reads "Failed to detect VR" I am able to launch all of these games from Steam version no problem, but not from Oculus store. I can play other games with no problem. Any help would greatly appreciate it.Thank you,
Hello, As the title says I have the problem of the oculusID to contain the username and the DisplayName to be empty, I am receiving also the profile photo url.I have done the permissions too. Anyone has something similar or know what this is happening?
Hello everyone,Unity 2022.2+ supports motion vectors with URP. Does that means we can use AppSW without the need of using the fork?
Quest pro has the functions of eye expression capture and facial expression capture. But I didn't find out how to get this data in the UnityHow can i get these data ? I need some help
I'm trying out the new Haptics SDK for UnityI want to test it by playing a single haptic, but when I use this script I get an error with no haptics (testing in Unity editor 2022.2.13, with Air Link to a Quest 2)Script:public class OculusHapticClipTest : MonoBehaviour{ [SerializeField] private HapticClip _hapticClip; private HapticClipPlayer _hapticClipPlayer; private void Start() { _hapticClipPlayer = new HapticClipPlayer(_hapticClip); _hapticClipPlayer.Play(HapticInstance.Hand.Left); }}Error:Error: HapticsSDK has already been initializedUnityEngine.Debug:LogError (object)Oculus.Haptics.HapticInstance:Initialize () (at ./Packages/com.meta.xr.sdk.haptics/Runtime/HapticInstance.cs:101)Oculus.Haptics.HapticInstance:MakeClipFromJson (string) (at ./Packages/com.meta.xr.sdk.haptics/Runtime/HapticInstance.cs:127)Oculus.Haptics.HapticClipPlayer:.ctor (Oculus.Haptics.HapticClip) (at ./Packages/com.meta.xr.sdk.haptics/Runtime/HapticClipPlayer.cs:77)OculusHapticC
Error: "Application allows backup of private data" Changed the manifest to use allowBackup as false yet it still does not work!code: <?xml version="1.0" encoding="utf-8"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools"> <application android:allowBackup="False"> <activity android:name="com.unity3d.player.UnityPlayerActivity" android:theme="@style/UnityThemeSelector"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> 
Just a heads up.. I know this post is long, but I wanted to provide as much detail as possible so we can have a higher likelihood of resolving this issue..I am unable to start eye tracking for the Quest Pro in the Unity Editor. My Quest Pro is connected using Oculus Link. The sample scene renders on the Quest Pro when I hit play, and the controllers/headset track properly. My OculusProjectConfig file has eye tracking set to "Required." In effort to debug this problem...I added some print statements to the StartEyeTracking method in OVREyeGaze:private bool StartEyeTracking(){ print("START EYE TRACKING"); if (!OVRPermissionsRequester.IsPermissionGranted(EyeTrackingPermission)) { print("NO PERMISSIOn"); OVRPermissionsRequester.PermissionGranted -= _onPermissionGranted; OVRPermissionsRequester.PermissionGranted += _onPermissionGranted; return false; } if (!OVRPlugin.StartEyeTracking()) { print("FAILED START"); Debug.LogWarnin
Hello, our game is using Unity 2020.3.32f1 and Oculus Integration v39.0.0. We found in profiler that with OpenXR backend, OVRManager takes about 2ms CPU every frame on a Quest 1 device, while it only takes about 0.32ms if we switch back to the legacy OVRPlugin with LibOVR and VRAPI backends.(The profiler data were taken using a new project with only Oculus Integration 39.0 added, and with the sample scene MRC in Oculus/VR/Scenes)OVRPlugin with OpenXR backend Legacy OVRPlugin with LibOVR and VRAPI backends With deep profiling on, we found that it is from OVRP_1_16_0.ovrp_GetControllerState4(). We also found that if we remove the battery in 1 or both Oculus Touch controllers, the time drops (with 1 battery removed, it drops to around half and with both removed, it drops to near 0ms, but of course we can no longer play without controllers).OpenXR backend deep profiling As a result of this, we can hardly switch to the OpenXR backend due to the FPS requirement in Quest 1
For some reason, if I move the left stick away a bit (I don't move in game), everything that Poke Interactable uses stops working. The buttons don't click, the canvas doesn't respond. What could be the problem? There is no problem with the right stick.When I release the stick, everything comes back to life.For example, if I aim my finger at the button, it goes into Hovered state. Then I pull back the left stick and move my finger anywhere. On the canvas, the button is still in Hovered state (but I am no longer pointing at the button at all). If I release the stick, it will go back to its normal state. How does this work?
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