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Hi all. I can't figure out the reason, but the gist is that at some point, Canvas clicks stop working. My Canvas moves in space, and can also change Active state. Poke Interactor works and when this problem occurs is enabled. Canvas has a PromixityField and it is also enabled. What could be the problem? And I noticed that if you move the Сanvas in space and try to click on it, the clicks won't work either. Could it be something to do with it?
Hi. Is the Remote controller no longer supported in new Unity SDK?When I update to SDK Version49 from Version29 in my project,I found the Remote controller doesn't work any more by the following method:OVRInput.GetDown(OVRInput.RawButton.Any, OVRInput.Controller.Remote) Thanks!
Hi, I just upgraded to version 9817240250200320 on an oculus quest pro. Since then certain MRTK functions are not working any more, that have been previously working. I narrowed the problem down to the implementation of IMixedRealityPointerHandler. In some cases I want to filter for near interaction only, by checking that the data handed over is a SpherePointer. This does not seem to work any more:Example:public class RemotePhysicsController : MonoBehaviour, IMixedRealityPointerHandler{/// <summary>/// Get the interaction grabbable./// </summary>public void Awake(){gameObject.AddComponent<NearInteractionGrabbable>();} public void OnPointerDown(MixedRealityPointerEventData eventData) { // We only want to interact with near. SpherePointer pointer = eventData.Pointer as SpherePointer; if (pointer == null) return;  
I have questions about using VoiceMod for the current Oculus Integration V50. I'm using Quest 2 and after downloading the Unity Package from the Unity Assets Store, I couldn't see the VoiceMod package included in the current release. The last version I could find information about it in the "OVRVoiceMod for Unity Integration Guide, Version 1.0.0". I think the DLL is not working properly for Quest 2. Does anyone know if exists a DLL compatible with Quest 2? Or an alternative? Thanks! Have a nice day!
Hello, I am using the OVR Player controller with OVR Hands, tracked by the device controller, not by the hand tracking system.As next step, I add the new meta avatar below the OVR Player controller (exactly below the TrackingSpace transform), keeping the OVR Hands logic, because I need to interact with other objects. However, the OVR Hand hand model is not synced (does not overlap) the meta avatar hand. Is there a way to fix, fine tune, that issue? I cannot use the hand tracking system, I need to use the device controller for tracking hand rotation and position, but replacing the controller model with hand one.Thanks in advanced for any help.
Há poucos dias um amigo muito próximo que estava pesquisando para comprar um Oculus Meta Quest 2, encontrou em suas buscas no Google Shopping uma loja que tinha um preço exageradamente baixo, por ingenuidade dele, acabou comprando e ficou no prejuízo.Perguntei a ele, pra tentar entender, o que fez ele confiar naquela loja, e ele me disse que primeiro confiou por ver a loja no Google Shopping e segundo porque o site tinha HTTPS. Eu vi uma pesquisa e não faz muito tempo de que 94% dos sites que aplicam golpes já possuem o HTTPS, que hoje é um protocolo que qualquer um pode obter, inclusive de graça.https://www.siteconfiavel.com.br/sites-que-possuem-https-sao-sites-confiaveis-cadeado-verde/Não faz mais sentido a TV e os especialistas dizerem que sites que possuem HTTPS são confiáveis. Ao invés de ajudar, estão fazendo os consumidores acreditarem que podem confiar em sites que começam com HTTPS e que acaba fazendo milhares de pessoas a serem vítimas, como o amigo que citei. Rastreamento Co
Hi, Trying to build and run my project and I am getting this error when compiling and running into Oculus Quest 2.Any help appreciated.
I understand that the Oculus app for PC requires newer, more powerful GPUs in order to link the Quest 2 for PCVR games, however I need to link the Quest 2 to my PC for the purpose of development of a school project in Unity. I'm borrowing the Quest 2 from my school, so I didn't know that it would require such GPUs. From a couple tutorials I've watched, the easiest way to test a playable version of the project that I'm building in Unity is to link the Quest 2 to my PC via a link cable. I've already spent a bit of time setting up and developing my project in Unity, and now I'd like to test if the XR interaction and other elements in my project actually work with the headset. The problem is that my Quest 2 can't link to my PC app, because I have an older laptop with an outdated GPU(NVIDIA GeForce MX150), but my processor should be compatible(Intel Core i5-8250U[8th gen]). I don't actually want to link the Quest 2 to the PC app for any other reason than for my Unity to recognize
Hi,I've installed the new Oculus Integration asset from the asset store (V42) to try the new hands interaction 2. I set up my XR Plug-in management to Oculus (both on Windows and Android)Yet, when I run (in the editor) one of the Interaction example scenes I get an error for a missing DLLI tried several Unity versions and few different projects. Any idea? Thanks
It has been so long and i still cant delete my Payout info from my developer dashboard. The support is so long to wait. Ive asked to delete my payout info like 2 days ago and still nothing. Any thoughts?
Can a 13 year old or older be an Oculus Developer?
Hello there fellas. We have a problem. We use autodriver for E2E testing. In our old codebase everything worked fine (Unity 2018.3.4 + VRTK) in our new we see an offset between recording and playing back .autodriver files which renders autodriver useless. This is wUnity: 2020.3.21XR Core Utilities 2.0.0XR Interaction Toolkit 1.0.0-pre.8XR Legacy Input helpers 2.1.8XR Plugin Management 4.0.7Does anyone have any ideas?
Now, I'm trying shared spatial anchor but I can't get how example should work.I created 2 account and signed in with each account on different devices.I build example and deploy to each devices. Then, I run example on each devices and create room on one device and join that room from another device.I spawned one cube on first device and create anchor and make it shared status and aligned status.On another device, I can see spawned cube but position and orientation isn't same against physical space.Do I have to do anything other to make it same?
I recently updated my project to v50 Integration and suddenly my Ray functionalities became broken. I removed all assets from my scene thinking it was something that I had broken until I thought to try the Ray Examples scene from Interaction SDK which I now realise is also broken (v49 worked just fine in the examples and in my project).To replicate - try and move around in the scene especially looking backwards in the scene away from from where the canvases are and you will see very bad freezing and glitching of the camera. Urgent please fix!
Dear Devs, My app has Rift and Quest support. I've created two applications in dashboard, one for Rift and one of Quest. I've also pasted the app IDs in the Platform and Avatars Settings file in Unity.Added a sample build to Rift application and Quest application and uploaded the build, added test users oculus email ID.The same oculus email ID is being used for the login inside Unity as well.I'm getting the blue default avatar instead of the user's avatar in the Rift Application. Please let me know how to resolve this. I've also added the Data Usage Checkup => Avatars, User Profile and User ID.Please let me know if anybody has resolved this issue. Thanks.
I am currently working on a project in Unity that utilizes the OVROverlay component for virtual reality. I want to add text to the overlay, but I'm not sure if it's possible to do so using the Text component in Unity (without having to convert it to a texture) or is there a similar component that takes text as input. Has anyone had experience with this and can offer any guidance or solutions? Any insights would be greatly appreciated. Thank you! Unity Version - 2020.3.44f1Device - Meta Quest 2
I'm building a Unity VR multiplayer application, following this course on Udemy. In the course, they use the Unity XR Interaction toolkit, but I've been using the Oculus Integration package instead. So far, this hasn't created any significant problems - until I begin testing with two players.I've been running into a problem where the moment a second player enters a room, the camera inside the VR headset goes wonky. It becomes frozen or fixed at a certain position, as if the world is stuck to the camera. I know that the scene still runs because I tried it with my headset pointing at a campfire with particle effects, which were still moving and running fine. I found a link here that describes pretty much exactly the problem I'm running into, except their solution didn't work for me. I also don't have control over my hands / avatar - it's like I'm being placed in the headset but I'm not actually there. I'm quite baffled, and I'm not sure what to do anymore.I created a
In the Oculus (Unity) doc "Set up Hands for Interactions,"in the section "Add OVRHands":Under Project, search for OVRHands, then drag the OVRHands prefab under OVRInteraction.Under OVRHands > LeftHand, select the OVRHandDataSource GameObject.Under Inspector, set each of these fields to the corresponding value:Camera Rig Ref: OVRInteractionTracking to World Transformer: OVRInteractionHMD Data: OVRHmd <--- ???There is no HMD Data field (see screenshot attached).Is this no longer needed? Doc --> https://developer.oculus.com/documentation/unity/unity-isdk-set-up-hands/
Hello, how to save the game data in progress (ex. virtual helmet rotation y-axis) in the Oculus Quest2 helmet, and be able to open the folder to find the stored file data after the end. I use this C# but not woking, how to test that data can save in helmet : using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEngine.UI; // private List<string[]> dataList = new List<string[]>(); // // private string[] header = { "Name", "Age", "Gender" }; // // private string filePath; // save path public class DataRecorder : MonoBehaviour { private float[] yRotations; private int currentIndex = 0; public DataRecorder dataRecorder; private void Awake() { yRotations = new float[1000]; // } public void RecordData(float yRotation) { yRotations[currentIndex++] = yRotation; } public string SaveDataToFile() { string filePath = Path.Com
I setup a new urp project I download openxr from the package manager and imported oculus SDK and I accept whatever it says I switch from ovrplugin to openxr hit play and the editor crash am I doing something wrong
Hello everybody.Does anyone know if it is possible to get the value of the proximity sensor placed in the middle of the lenses of the oculus quest 2? I need it to immediately understand when the user has removed the viewer.I tried some solutions, but the events I received are always triggered when the oculus goes into sleep mode (15 seconds after the user actually takes off the helmet).I'm using XR Interaction Toolkit. Thank you.
Cannot find purpose where using VR often would make sense other than for simulation of course.For chat and social it's kind of alright but getting dizzy in VR makes it not that great. I use the Meta Quest Pro with fitting. Some people use it for therapy but it's the same old sharing of each others stories. When watching NBA, it gets quite boring. I used to be heavy into racing and flight sim but I stopped doing it. I was going to program in Unity with it but it's kind of where, you can do the same thing better by making a UI app than wandering in VR and getting dizzy. A lot of the stuff can be made without needing a company or pay to use services. I'm unsure how many companies will survive in the future. Imo, manufacturers that make devices should be worth more than paying to use services though VR is incredibly dying. The XR metaverse could come out but ultimately if that makes people disoriented too, then people won't use. Money dumping hard into this kind of research and devel
Hello Meta Quest Forum members,I'm currently working on a VR project for Oculus Quest in Unity, using the standard render pipeline and the Unity XR Plug-In Management. I've been using the OVR Performance Lint Tool to identify and resolve any potential performance issues specific to the Quest platform.The tool has been incredibly helpful so far, automatically fixing most of the identified issues. However, I've encountered a problem that doesn't have a built-in fix button: "Material Passes: Please use 2 or fewer passes in materials." I'm not sure how to address this issue manually.Does anyone have any suggestions or experience on how to resolve this issue? I'm not using the Universal Render Pipeline or any other custom render pipeline, just the standard one for a basic 3D project.Any tips or guidance would be greatly appreciated. Thank you in advance for your assistance!
I want to create a quest application with XR Toolkit and OVR Passthrough.I think I setup the project correctly, the oculus example works fine and also I can put the OVRRig inside my scene. But if I use a XRRig instead of an OVR Camera rig, the scene environment is black.XR Interaction tookit 2.0.4Oculus integration 0.46
Hello, how are you?We are having an issue with the Entitlement checks once again. Some time ago we had an issue that with old users it was working but new ones it wasn't. The fix was manually done on Meta's end and everything was working fine.Sadly, we are now facing a new issue that suddenly all the users lost the entitlement check. We thought it was on our end but we tried an old build and it was also failing.We hadn't been able to find some way to fix this and because of the issues I mentioned I believe it is on Meta's API. Tried to write to support but they told me I should contact here.Could someone please check the issue? Is something we are doing wrong on our end?Here is the report I did: https://oculusdevelopers.zendesk.com/hc/en-us/requests/43553Thanks in advance.
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