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Hi, We are developing a mixed reality experience using SceneModel to set up the user room. We use the virtual model that the SceneModel instantiate to calculate the distance between the player and its room walls. We need that the player was in a position that must satisfy specific distance rules. In case that the player was in an incorrect position, we want that the player recenter its position. However, when the user use the recenter option, our virtual model is updated and the virtual walls do not correspond their position with the real position.For instance, in the image above, we have in the left side of the image our player initial position, represented by the circle with the arrow (the arrow is the direction the user is looking at). The black rectangle represents the real room walls and the blue one the virtual room walls. As the image show, when the user moves in its room and recenters the virtual room walls update their transform generating undesirable situation. We w
Is there a way to fetch the Order ID that is provided in the store receipt e-mail using the Platform SDK or the Server-to-Server In-App Purchase API? The application we developed for another platform makes use of a server that stores every order ID as a means of auditing purchases, and we are looking to implement a similar solution for Quest devices.
The Quest2 has a feature that you can double tap on HMD to open or close Passthrough mode. I want to detect to it in C# scripts. I'm developing Quest 2 app with Unity.
Hello devs, have you ever experienced this issue...how to solve this offset when you move the OVR Synthetic game object, it creates an offset between, the ovrCameraRig and the handshere is a video of what i am talking about:https://youtu.be/xf6lqBBbUL4
Pleased with the results of positioning a Pinch Grab for a game piece in my project.
Hi there,I am developing a scene in unity for a meta rift S headset and I am just wondering about how does the positioning and coordinate system work within the unity scene once I put on the VR headset as the headset and unity have different coordinate systems.I am assuming once I am in the unity scene, everything for the VR would be in terms of the unity coordinates (so the headset's positioning system would follow the scene, please advise if this is not the case) but where would be the origin (0,0) of the scene in headset? And is there anyway I can extract the raw data of the x, y, z, and possibly the quaternions of the controllers and the headsets while using the headset? I want to use these position data and send it to a device in the real world through ROS.Thanks for any help and advise in advance!
I'm trying to tune the meta avatar shading. I'm following the docs on how to use custom shaders, but except for the horizon and khronos examples, all shaders have this issue where the avatar does not seem to get animated. It just sits sideways. I think I have things setup correctly (horizon shader works fine) but as soon as I apply my own shader and material, the avatar does not get tracked/animated and lays sideways: Does the avatar material/shader need some special flag? The docs don't mention any of that. I'm using Unity URP on an LTS version.Any help is appreciated.
1. main question is what would be a reason for avatar to stay in T pose when loading remote avatar? 2. Are meta avatars 100% supported on desktop e.g. at least remote avatars?
Hey, Suddenly, after we already had our meta avatars working properly we get some weird unknown error related to displaying our meta-avatar.In function:CoreAsyncInitialize() - we don't get ant response, and when the callback - "onComplete" is done, the data is also unknown.Has anybody had some problems displaying the Meta Avatars lately ? It's doesn't work in our the unity editor.Any answer would be appreciate,Thank youMes
- Developed with Windwos10 and Unity 2019.4.34f1- The firmware of Oculus Quest2 is the latest version.- This is a bug that appears after performing a factory reset. there is one issue.VR content freezes on Quest2.This issue occurs very intermittently, about 1-2 times in about 20 plays. [Please check the link video below]https://dnsoftcokr.sharepoint.com/:v:/s/msteams_ed61d1/EYCrmnaQh-RGkn9LyzhWlDcBQ1ehKdzQWNoprzZnr2gRig?e=YB35zp Have you ever seen this phenomenon?Or what is the possible cause?
Hello!I am working on a VR project. I have been able to put the hand tracking and it works fine but the issue is that I can't move and I need the teleport and I don't know how to activate it or if I have to create my own script.Thanks for your help!
I am building an app for quest in unity.I have integrated the Oculus Platform SDK & made all the requirements according to the documentation. When I run the app and purchase the consumable purchase for the first time, the purchasing is successful.But for the second time it gets stuck and the callback is never called.While waiting for the callback if I press the power button on the headset & hit cancel on the power-off popup, then it automatically goes back to the app and purchase gets completed and and waiting callback finally gets called.Don't know hot to over come this issue. I have checked out all the possible solutions on the forum, but can't found any.Is this a problem within the SDK?
I want to get Data of logged in Oculus user, so I went to this page documentation/unity/ps-setup/ and tried to activate "Use Standalone Platform", but that checkbox was disabled.Also the following script does not work on the first line. Users.GetLoggedInUser() seems to be NULL.How do I get it to work in Standalone mode?void Start(){ Users.GetLoggedInUser().OnComplete((Message<User> uMsg) => { if (uMsg.IsError) { Debug.Log("Platform: GetLoggedInUser() failed. Reason: " + uMsg.GetError().Message ); return; } else { User _localUser; _localUser = uMsg.Data; Debug.Log(_localUser.DisplayName); } });}[Using game engine and Oculus SDK]Unity 2019.4.18f1 (LTS), Oculus SDK 1.55.1
I created simple oculus project for which I just installed oculus integration and do some configuration.When I start to play on unity editor, it just play in editor not on Air linked device.Old project which use 47 or older can play on Air linked device.Any info is helpful.Thanks
Hi- is there a way to get eye tracking data such as eye position, rotation, pupil size, etc. from a Quest Pro using Unity? I'm unsure how to get this specific data.
When a mixed reality scene element OVRSceneAnchor is destroyed, it get ignored during the whole game session.Opening Mixed reality a second time in another Unity scene is impossible, or very laborious.This is because of recent changes in the Unity Integration SDK in OVRSceneAnchor.cs.Problem is reproducible on v48 & v49. Not on v43.I removed the line :DestroyedSceneAnchors.Add(this.Uuid);in OVRSceneAnchor.cs line 209 for a workaround. But maybe there is something I'm missing ?
Hello everyone,I try to find a way ta have a portal effect on the Quest2 and Pro, like this : https://assetstore.unity.com/packages/templates/systems/ar-portals-urp-202936Any idea ?Thanks.
Building an oculus app with Unity 2020.x IL2CPP with target architecture arm64 failed for:Exception: Failed running "response.rsp"stdout:Fatal error in Unity CIL LinkerSystem.InvalidOperationException: No action for the assembly TinCan, Version=1.3.0.0, Culture=neutral, PublicKeyToken=7e2d97554f738180 definedat Mono.Linker.AnnotationStore.GetAction(AssemblyDefinition assembly)at Mono.Linker.Steps.MarkStep.IsFullyPreserved(TypeDefinition type)at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference)at Mono.Linker.Steps.MarkStep.MarkField(FieldDefinition field)at Unity.Linker.Steps.Marking.MonoBehaviourMarking.MarkNeededFields(TypeDefinition type)at Unity.Linker.Steps.Marking.MonoBehaviourMarking.DoAdditionalTypeProcessing(TypeDefinition type)at Unity.Linker.Steps.UnityMarkStep.DoAdditionalTypeProcessing(TypeDefinition type)at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference)at Mono.Linker.Steps.MarkStep.MarkField(FieldDefinition field)at Mono.Linker.Steps.MarkStep.MarkE
Im trying to get the current user ID so I can share the spatial anchors, and I did this code:var loggedUser = Oculus.Platform.Users.GetLoggedInUser(); textIP.text = loggedUser.ToString(); But somehow this gets an error and the user info does not display.Is there another way to get the user id?
Here are the steps to apply ARCore to Meta Quest 2:Download the ARCore SDK First, you need to download and install the ARCore SDK. The ARCore SDK can be used with development tools such as Android Studio or Unity. Download the necessary files from the ARCore SDK download page and install them.Install ARCore on Meta Quest 2 Since Meta Quest 2 is based on Android, you need to install the ARCore APK file on Meta Quest 2. The ARCore APK file can be downloaded from the Google Play Store. To install the ARCore APK file on Meta Quest 2, follow these steps.Connect Meta Quest 2 to your computer.Use the Android Debug Bridge (ADB) to install the ARCore APK file on Meta Quest 2. For example, you can use the following command to install it:adb install -r <path to ARCore APK file>where <path to ARCore APK file> is the path to the ARCore APK file you want to install.Add ARCore to your Unity project To use ARCore in Unity, you need to add the Unity package provided by the ARCore SDK. The U
I basically wanted to know how to setup meta avatars so that I can able to intract with gameobjects like cube or any other objects. I am making trying to make a multiplayer using PUN2 and meta avatars 2. I am able to get avatar instantiated, but I am not able to pick up or move any gameobject. I have tried OVR hand grab intraction as well as ray intraction setup tutorial but nothing is happening, do I need to setput anything with avatars also? And I haven't found any tutorial on meta website how to enable intractions on meta avatar 2. Please help me if possible please metions steps how should I setup up everything.
Hi! Recently, we have been encountering another significant problem that we are struggling to resolve.Elven Assassin on Oculus Quest 1/2 stops rendering new frames during gameplay and after some time it throws players to Oculus Home.From our research, it seems that this is caused by deadlocks on the GPU.Here is the error code from Adreno-GSL that we are getting: 0x400c0907Interestingly, the problem does not occur on all devices, but when it occurs, it is always on the same ones.Below you will find a fragment of the crash log for you to see.The most important part starts at line 10, where you can see the mentioned error code as well as information that deadlock would occur.We would like to know what can cause such deadlocks as we cannot reproduce them and how to address them. 09-11 20:11:33.763 841 5415 W Memory Allocation: large allocation 4001056 09-11 20:11:33.786 841 5415 W Memory Allocation: large allocation 4524304 09-11 20:11:34.191 1456 2866 I [CT] : MIXEDRE
Hi, I am experiencing an intermittent problem with an Oculus Quest game that I am developing. When I encounter this problem, I am unable to do any development in the editor. I am using Oculus Link to quickly iterate. Essentially, when I launch the game, sometimes my game will only load into a black screen instead of showing my level. Previously, this problem would happen about 30% of the time, and I would somehow be able to work around the problem by rebooting my Quest, restarting Unity, unplugging and replugging in my Quest, rebooting my computer, etc. Usually, I can eventually get around this issue, but lately, it is happening more and more and I am having a much harder time getting past this issue. Sometimes I will try for 30 minutes and not be able to get past this. I'm currently using Unity 2021.1.5f1, though I have been encountering this issue with the last several versions of Unity, going back probably about a year. Initially, I was using a Quest 1. I just purchas
To implement AR Tracking on hmd, it is common to use the ARCore library. ARCore is a mobile AR platform developed by Google and can be used on both Android and iOS devices. Oculus also supports the use of ARCore with hmd.Below is an example Unity code using the ARCore SDK to perform AR Tracking on hmd:/*using UnityEngine;using UnityEngine.XR.ARFoundation;using UnityEngine.XR.ARCore; public class ARTracking : MonoBehaviour{ [SerializeField] private ARSession arSession; void Start() { if (ARSession.state == ARSessionState.None || ARSession.state == ARSessionState.CheckingAvailability) { ARSession.stateChanged += OnStateChanged; } else { StartTracking(); } } private vo
What's the best practice for integrating with AR Foundation, if possible?
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