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I have built my project once and when i try to build again i get a Gradle Error(“ Gradle has edited unexpectedly”). The project ask builds successfully but when i try to build to Quest 2 it creates the previously stated Error.
Hi,I'm a beginner, I've seen the examples of grab, distance grab of Oculus,I would like:1- after taking an object with the grab, have it remain in my hand after I release the grip button, such as a racket in my hand.2- I'd like to initialize an object when I click the grip button and that it gets grabbed in my hand, like a ball. Could someone suggest me some examples? Thank you
Hello Everyone,I'm having trouble performing something that should be quite straightforward. The final goal is to make the correct controller vibrate when hovering a button. I got everything working except the capability to recognize which controller is the pointer from.Once the pointer triggers the OnPointerEnter event, I want to get the information if it was the left or right controller and vibrate only the controller that triggered the action. Does anyone know how to do that?
Hi,I want to create a canvas with general info of my vr game and I added a scale animation so the canvas will show up as a pop-up window and have a close button on top right for closing. When I press the button to show, the scale -up animation is triggered from 0-1 and the canvas is "growing" untils end. The problem is that the close button is not working.When the canvas is already at scale-up without previous animation, the close button is working and the cancas is scaled-down properly.Any ideas?
I have been using air link to control the pc and do development, everytime I try the play button in unity however ever since the last 3 days I have been presented with the infinite rotating hourglass in the oculus quest 2 trying to launch the scene, I tought it might be the assets I added, however after rolling back for a working version it still dosent work. The loading screen keeps on rotating and unity completely stops responding and you can't do much if not prematurely terminate the process and the same with the oculus. Does anyone is having a similar problem? Any insights what might be the problem?
Hello,i've got a Problem with an Meta Quest app.Everything is fine, but when i hit the oculus Button to open the Menu the menu opens as expected, but the surrounding of the application is freezed to the Headmovemend, so you really get sick during navigating trough oculus Menu, during the "pause" of the application.
On the latest Unity LTS (2021.3.4), with a project using Gamma colorspace as set in playersettings, if you import the Oculus Integration (I used libOVR, not OpenXR, due to the need for hand tracking), drop a OVRCameraRig in the scene and make a build for the Quest 2, everything renders with a higher color saturation and contrast than it should. This issue did not occur on Unity 2019 LTS.This issue does not occur with Linear color space.This issue is also resolved if I completely remove the Oculus Integration files from the project and make a Quest 2 build without it (still using XR Management + Oculus XR Plugin package of course).
I'm trying to calculate the angle between the hand and the wrist. I have tried to calculate the angle between Hand_WristRoot and Hand_Forearm but it does not work for me because both have the same position. Any ideas??
After the Upgrading project from Unity 2020.3.4 (URP 10.4.0) to Unity 2021.3.10 (URP 12.1.7), we are experiencing a stutter/frame pacing issue that had not been there before the upgrade. The stutter is noticeable when the player is using smooth locomotion and also visible on animated moving objects. The issue is only noticeable on Quest vr builds. With Steam VR the issue does not appear present.We’ve been able to reduce the issue by switching to 72h. But there is still a stutter every one to two seconds. We’v e discovered that if we try to change the refresh rate with the OVRManager call the issue will get worse until the headset is put to sleep and woken back up.OVRManager.display.displayFrequency = 80;OVR metrics have no visible stutters and appear smooth.When running with the profiler the issue gets worse and the spikes show as OculusRuntime.WaitToBeginFrame.What We’ve tried and hasn’t had an impactUpgrading the Oculus Integration 3.2.2 (Package Manager)Upgrading the Oculus SDK to v
Hello ThereIs there any way to get depth information in addition to the Color Passthrough form the Meta Quest Pro? Or maybe even an Mesh of the environment?I want it to be able to occlude my virtual assets in realtime, eg. when people are walking in front of it. When setting up the Guardian there seems to be some kind of obstacle recognition going on, how are they doing this and can i do the same? I'm using Unity and the latest version of the OculusSDK (v46)Using Room Setup and drawing everything in by hand is not an option, since some stuff is moving around.Thanks for your advice!
Hello everyone i'm using the oculus Go headset , and i want to open a game which i created with unity but open the game with only coding and in order to do that i need the game's file path , where it has been downloaded in the headset in this case in unknown sources , but i don't know how to get it ,my question is does anybody knows the full file path of a file in unknown sources ,it would really help me thanks in advance
Hi all,I'm trying to integrate the face tracking functionalities with unity on a character I created with Character Creator 4. This character has a lot of blendshapes, enough to cover all 63 featured by the face tracking SDK. The problem here is that the Blendshape Mapping component doesn't allow me to introduce or edit any mapping of the list in any way, and the auto map function fail to find the correct pairings between featured expected blendshapes and character blendshapes. If i change the name of a property, that property change back automatically to the previous auto-mapped one; if I try to add a property or remove a property with "+" or "-" buttons, nothing happens. The same for selecting the featured blendshape from the menubutton right in the properties.Any workaround to work with custom characters and map manually blendshapes? The documentation states this "If the existing blendshapes don’t match the naming convention of the expected blendshapes in BlendshapeMapping
Is the a plan to add an IOS Build to the ovr_audio_spatializer_unity deployment?
I'm using Unity 2021.3.16 and whenever I try to build and run my unity game to my headset, I get this error> Configure project :launcherWARNING: The option setting 'android.enableR8=false' is deprecated.It will be removed in version 5.0 of the Android Gradle plugin.You will no longer be able to disable R8I followed every step in this https://developer.oculus.com/documentation/unity/unity-conf-settings/#enable-vr-support so I don't know what the issue is. I've looked online but they all pretty much say the same thing (to use custom gradle file and edit it slightly. Did that but didn't help.)
Hello! I need to know when metaquest 2 detects the hands and after this, I will need to activate some things in a script. Does anyone know if the oculus integration has a function or callback to use for this purpose?
Hello, it's possible in Unity with Meta Quest Pro occlude the virtual object by the real world. All this thanks to the passtrough?I'm using Scene Model feature of Meta Quest Pro but I'm having an issue.I place a plane over every wall but virtual object are not occluded by the real world, in this way I can't see real world and I lost all the immersivity.It's possible occlude the virtual object and place it behind real object? I want my virtual object are always behind? I want reconstruct the wall of my room virtuallyAll this with passtrough active.
I am posting these problems and resolutions for the Locomotion Sample here in the hopes it will save someone else time. This is with the Oculus XR Plugin version 1.6.1 and Unity 2020.2.0f1 using a clean URP project, although different combinations may apply.The main problem that took me a while was that teleportation, besides node, was not working with the sample scene. Debugging the code, I found that the layer mask was wrong for collision detection. This is easy to fix, once you know it, under the LocomotionController, for the target handles, ensure the layer mask is set to just Default. It showed as mixed for me on the Nav Mesh and Physical ones. I am not sure if it is corrupted in the package or somehow just in my environment configuration.A few other things that may be helpful to others working with this project:The documentation says teleportation (not nodes) is using Nav Mesh. The current implementation at least as of this version (1.6.1) is default to using the Physi
Hi, I was unable to find any posts on this subject. Using ovr_audio_spatializer_unity_47.0, I have not been able to find a way send a sound source's "pre-fader" (pre-distance-attenuation) level to the reverb send. Did I miss something or is there another way to ensure that sources' energies can resonate in an acoustic space independently of the the proximity of the listener to them?
I'm developing for Oculus Quest and in my app I get the error "user does not have app in library" when I do the Entitlement Check. I did the Oculus App Setup and copied the AppId and Oculus UserId into Unity OculusPlatformSettings and OVRAvatarSettings. Can someone help me determine what is wrong or perhaps what I need to do to get my App to pass the Entitlement check?
Can you guys help me I have a horrible pc that is not pcvr ready but I really want to make my own vr games. 😞
When I try to build an Oculus (Android) or Windows app using the Voice SDK version 47 I get what looks like link errors:Building Library\Bee\artifacts\Android\19qtv\libil2cpp.so failed with output:C:/Program Files/Unity/Hub/Editor/2021.3.16f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android\libc++abi.a(cxa_demangle.o): In function `_ZL6strlenPKcU17pass_object_size0':/buildbot/src/android/ndk-release-r21/out/linux/android-ndk-r21d/toolchains/llvm/prebuilt/linux-x86_64/sysroot/usr/include/bits/fortify/string.h:248:(.text._ZN12_GLOBAL__N_116itanium_demangle22AbstractManglingParserINS0_14ManglingParserINS_16DefaultAllocatorEEES3_E13parseFoldExprEv+0x2a0): relocation truncated to fit: R_AARCH64_CALL26 against symbol `__strlen_chk@@LIBC' defined in .text section in C:/Program Files/Unity/Hub/Editor/2021.3.16f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/
Is there, or are there plans for, an SDK for developing & importing worlds/content from Unity to Meta Horizons? I tried looking online for answers, but the answers seemed to be "we promised there would be 2 years ago."
Hello everyone,I am looking for a (preferrably simple) solution to send strings from my computer to a running standalone application on my Quest.Basically I want to create 2 unity applications:1. Mini PC App (the app lets you type in a string (e.g. "Hello World!") and send it to the quest (in the same wifi)2. A standalone Quest app that receives the string as soon as it was sent and displays the string on e.g. a whiteboard.Is this possible? How would I achieve this?Thanks in advance and best wishes!
I am working on a research project with the university where we use hand tracking with Meta Quest 2. A key element is being able to adjust the thresholds for establishing a grip, whether it be a pinch or palmar grip. Can anyone tell me if there is currently any way to do this without using synthetic hands and predefined poses?Thank you
Im using the One Grab translate transformer in an object but I want to disable it when the objetc reach certain point, but I just cant disable the translate transformer effect, even removing the component at runtime doesn't seems to disable the effect.
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