Unity Development
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Hi, I want the Meta Avatars to lip-sync with a custom audio file on Unity.Any help on how to proceed with it?
Hi,Could someone help with the code for VRC.QUEST2.Functional.2 pause requirement and how to implement the code into unity?Thank you in advance.
I was testing some driving with a Steering Wheel with the Two Grab Rotation Transformer and I've notice when the vehicle is moving/rotating the hand tends to move in that direcction making an offset between the virtual hands and the hands in the real world.In the video attached im not moving my hands but you can see the steering wheel is moving with my hands. This doesn't happend if the vehicle is not moving, so maybe is some problem with the hands "inertia" trying to stay at the previous spot causing it to "turn" around the steering wheel? (Just guessing).Video with the bug:https://youtu.be/5Sk8j1xxiFU
Hi, im a student Software Engineer in México, I recently buy a Quest 2 to create software, im barely new in this área, i just use Flutter and a little bit of Unity, does anybody have courses or documentation for learn VR with this system? I appreciate help in this. Thanks everybody.
I have a shader I've written that modifies the color/rendering style of whatever is behind geometry that has the shader applied to it. It works great, but if I view passthrough behind the shader, the passthrough renders as black wherever the shader is. What gives? Any idea how to fix this situation? This is fundamental to the entire project I'm working on for Quest Pro. This post gives some insight into what may be going on: https://communityforums.atmeta.com/t5/Talk-VR/Scan-QR-code-with-passthrough-camera/m-p/959717 but I still need to find a solution. It seems that there should be a way for a shader to modify passthrough without compromising the users video feed from a security/safety standpoint.
Hello, I have developing a game with Unity Engine for Oculus Rift S. When I use OVR Platform tools i get a error message (SS1) that tells me i have to agree developer distribution agreement but i couldn't find such a thing. Could you help me?SS1 unity 2019.4.1f1 Ovr plugin 1.52.1
Simple question, what is the structure of the file directory in Oculus Quest 2? Or where can I find a breakdown/visualisation of a generic/factory settings Oculus Rift 2 file directory?I have a program trying to save a file to a headset and then read it, but I am having a hard time figuring out where I can save said file.
Hello. I am developing VR application using Unity.And I want to get the front camera raw data from Quest 2. For now, I am planning to stream to the server and analyze camera data but I think It will be lot better to do that standalone.Does anyone who find the way?
Hey so I just went through all the trouble of making a Dev account and then trying the delete and reinstall app but that still won’t work I can’t make games if I can’t enable Dev mode help a homie out here
We are using a sample of Shared Spatial Anchor provided by Oculus.Pressing the anchor share button results in -1006 error.Can you tell what this means?
This is just a note that starting from Unity 2021 they removed a easy/normal way to instal different versions of plugins. This means that we are "stuck" on unity verified versions only.I am yet to decide if this is for better or for the worse 🙂
Can I do development on Quest 2 from Unity with non-admin account on the device?I have set Settings > System > Developer, and then turn on the USB Connection Dialog option but no confirmation dialogue appears when I connect it to the PC. Also In Unity, no Oculus device can be found
Hi,In the release note of the latest META AVATRAS SDK under "WHATS NEW" they mentioned developers can access the mesh data of the avatar.Surprisingly I see that I cant access the mesh data.Does someone succeeded t do so ? ThanksMesmes
I am trying to add a ray pointer from Oculus Hands to interact with UI. I managed to get the ray as shown in the screen capture below. However, as you can see, the laser pointer starts from the wrist position and aligned towards the right instead of pointing straight. Appreciate your suggestion if you know how can I correct this to point forward? Also, this laser pointer appears only on the right hand. Is there a way to change this?Please see my settings in Unity below.
UPDATE (01/05/2023)As of January 5th users are being loaded via the Federated App Id but instead of missing their heads they now seem to be missing their hair. It would be funny if our product launch was not dependent on this getting fixed. UPDATE (01/03/2023)As of January 3rd Loading Avatars with Federated App Ids simply doesn't work. The User fails to load and I get the error log 'Spec Request Failed'. __________________________________We've been experiencing problems with the Meta Avatar 2 SDK in our desktop app. I've narrowed it down to a problem with the way avatars are loaded using the federated app id, or cross play as its called in the documentation. Here are the steps to reproduce:Create a blank Unity project which allows you to load an avatar with both your app's regular app Id and its Federated App Id. Load an avatar using the federated app id:Load you avatar with the Federated app id, it loads fine.Now, in your Quest, edit your avatar.I decided to add a red h
Hello I built a player based on OpenXR with VRTK 4 (Tilia) to target other android devices like Focus 3 or Pico Neo 3 with the same player. It works well but I am facing an issue with Quest 2, when I build, my player has a 180 degree offset on Y and it doesn't face what it should. I tried without using VRTK and with Sample scene from XR Interaction Toolkit from Unity package and I have the same issue.I work on Unity 2021.3 with Oculus XR Plugin 3.0.2 and OpenXR Plugin 1.4.2How to fix this ?
Since a while, I constantly get the error:DllNotFoundException: AudioPluginOculusSpatializer assembly:<unknown assembly> type:<unknown type> member:(null)ONSPAudioSource.OnBeforeSceneLoadRuntimeMethod () (at Assets/Oculus/Spatializer/scripts/ONSPAudioSource.cs:41)In unity when running the app in editor with link mode active.After this dll failes to load, every dll fails to load..Tried everything, older projects, other oculus integration, new install.. sometimes it's gone for a few tries, but it keeps returning and stopping all development.Please oculus, or unity or windows or whoever is causing this.. Please fix this bug ASAP!
Hello,I'm having some difficulty figuring out the best way to configure the height of the OVRPlayerController, and wonder what the best way to adjust that would be?I have a scene that isn't scaled exactly right to use the default settings of the OVRPlayerController - the player is too short.If I increase the 'height' value in the character controller, it does increase the camera / head height, however, the collider ends up so tall that it can't get through doorways, even though the camera height is perfect. Moving the cameras themselves obviously doesn't have any impact, as their height seems to be established in the OVRCamera script. My next step is to start hacking around in that script - maybe exposting the EyePosition and NeckPosition as public variables I can adjust, but I wondered if there is an easier way I'm not thinking of? How have others handled character height, beyond just making sure your Unity scene is built from the beginning around the OVR controller's height?Thanks
HiMy app uses these permissions for saving gamesREAD_EXTERNAL_STORAGEWRITE_EXTERNAL_STORAGEBoth permissions are in my manifest. But when I upload to App Lab, it says there are a load of other permissions which might cause my app to be rejectedI have no idea where these extra permissions are coming from. I have used Android Studio to unpack my .apk, and it shows that the manifest created by Unity does NOT contain them. I have also used the aapt tool in the Android SDK to check my .apk, and this is the resultI'm stumped. Where is App Labs finding these extra permissions from? They aren't in my .apk as far as I can tell.I thought it might be a glitch in the uploader, but they are listed in the App Lab web portal against my build too.Can anyone help? I submitted a ticket, but the said it wasn't something they could help with. I don't know how I can explain my use of these permissions when I submit the app, because I am not using them!Thanks
I'm using Meta Quest Pro for Unity3D VR development.THIS IS A FEATURE REQUEST FOR THE OCULUS LINK MODE. (or maybe someone knows of a viable work around)Since Unity3D by default deploys to the Meta Quest through the Oculus Link, this forces devs to this headset mode. In this mode, you can show ALL monitors, and it allows you to position them so that all 2/3 are visible at once, which is nice -- BUT, each time you leave/come-back to Link mode, this monitor configuration gets RESET!!! And so you have to do it all again, which is time consuming (because for 3 monitors, I have to move them AWAY to a distance of about 1.2 meters). I'd like it to simply remember my monitor configuration!#2 - I'd like to have Passthrough mode for Link mode, so that I can see my office and keyboard/mouse!In short, I want Link Desktop mode to work JUST LIKE the "Horizion WorkRooms VR app" (in normal headset mode). This works perfect (it auto-configures your monito
Hello, i got a strange bug regarding Audio on a VR application for Oculus Quest 2. On the first Scene i load, audio works properly and i hear Audiosources in scene. If i load a new scene Audio stops working and i don't have any null reference (checked with logcat) regarding my AudioManager. Now it starts the real bug: if i put my oculus on standby without closing the application (it is still in the second scene loaded) and i put it back on Audio starts to work properly till a new Scene is loaded. Have you guys encountered anything like this ever?
Hi,i'm trying to include a ping pong minigame in my VR multiplayer app,but i'm having problems with the syncronization of the ball, in fact only the OWNER of the PUN room can se the ball moving smooth, the others can see the ball lagging, so the game is unplayable.I'v tried to change the OWNER when the ball is hitted but the result is not that good, so i want to sync the ball for everyone in smooth way.I will try to share you the but is in ITALIAN so it will be taugh to uderstand, i'm sorry.Which is the best way to sync a ball? I guess the problem is that the ball react just too the racket gravity.THE BALL OBJECT has this for the SYNCThe script of the racket when it the ball does this1) Make the controller Vibrate2)Direct the ball to the other racket (aimTarget)3) Set the velocity and the SyncronizedValues for the Photon tranform View Classic Component
HalloIf I link my quest with the cable and set up my quest without entering playmode I do see the controllers with hands and even part arms. How do i set that up in Unity project?
I Dont Know What To Do I Am Using Unity 2021.3.14f1
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