Unity Development
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Hi everyone,I'm working on a Unity project for Meta Quest using the Passthrough API. Everything works perfectly in the Development Build, but when I create a Release Build, the app crashes on startup.I’ve tracked the issue down to this error:ExecutionEngineException: Invalid call to method 'Meta.XR.ImmersiveDebugger.Manager.DebugManagerAddon'It appears to be caused by the Immersive Debugger system still being included or invoked at runtime, even though I’ve:Unchecked Enable in the Immersive Debugger SettingsUnchecked UsesImmersiveDebugger in MetaXRProjectSettings.assetCleared Unity's /Library, /Bee, /Temp, and rebuilt cleanYet it still looks like the debugger is enabled (see screenshot) and I see the ExecutionEngineException error in the logs.I've read that using IMMERSIVE_DEBUGGER_ALLOW_USE_IN_PROD as a scripting define can prevent the crash, but looks like this is unacceptable for production use.
Hi, I got the latest version of the SDK for Unity 6 LTS and started using the building blocks.I added the building blocks for: avatar, auto match making, teleporter, a floor(with navmesh) and a few network connected objects.For some reason when testing the client can see the objects moved by the host, which is expected, but the host can't see movements made by client. Any idea why it doesn't work? I tried creating a new scene and starting from scratch, same problem. For network I am using NGO.Thanks
Hello, I am a high school student in Japan working on a school project to simulate fire drills using Meta Quest 3, Unity, and Blender.I am trying to display realistic smoke simulations on the Meta Quest 3. I created the smoke in Blender using its fluid/particle simulation system, but I’m running into multiple issues when trying to bring it into Unity:I cannot export the smoke simulation from Blender in a format that Unity natively supports while maintaining the volumetric effect.Even when importing .abc (Alembic) files into Unity with a compatible package, they do not render on the Meta Quest 3.I also tried using Unity’s Visual Effect Graph to simulate smoke, but it doesn't display on the Meta Quest 3 either.I would like to know how I can properly display smoke simulations on Meta Quest 3—whether that’s by fixing the current workflow or using an alternative method (e.g., baked volumetrics, custom shaders, or third-party assets optimized for Quest).Any guidance or recommended practices
Hi everyone, I would like to create a system to integrate avatars as meta uses it for his colocation example (here is the link: https://github.com/oculus-samples/Unity-Discover)Quick explanation of my goal, at the moment I can figure out if a user joins my room with the result of OVRColocationSession.StartDiscoveryAsync():-successful: gets alignment and should not see the avatar of other users in the colocation-failed: should spawn an avatar to all other users and should see the avatars of all others (including those in colocation)any advice?
I am tall and so my arms are a bit long. In first person when I use the meta full body avatars in my project, I can have my arm fully bent 90 degrees and the avatar has these tiny little arms that run straight from the shoulder to the hand. I would like the bend to match that of my real arm.... is there a way to do that in the SDK?
Hey I am working on a Project, where I want to use the Dictation function from the Voice SDK. I managed to get it running, except for returning the transcription. The Console Log shows, that Wit.ai managed to transcribe my voice input, but I can't figure out how to do the Event Listener to retrieve the output. The documentation offers little insight. The API reference shows an Event, which could be used, but it can't be registered. I am using unity 6000.0.42f1 and meta all-in-one sdk v74Here is the code i use:using UnityEngine; using UnityEngine.Events; using Oculus.Voice.Dictation; using Meta.WitAi.Dictation; using Meta.WitAi.CallbackHandlers; public class GameManager : MonoBehaviour { [SerializeField] private AppDictationExperience dictationService; private void Start() { if (dictationService != null) { dictationService.OnFullTranscription += OnFullTranscription; //does not work
Hi everyone,I'm using Unity 6 and a bit confused about the Unity OpenXR term mentioned in Meta's documentation. I’m not sure which version I should be using and would appreciate some guidance.In Meta’s documentation, when they say Unity OpenXR, does it actually refer to Unity OpenXR: Meta? In Unity, Unity OpenXR appears as just OpenXR:However, there’s also a separate Unity OpenXR: Meta option, and I’m unsure whether I should be using that. In the screenshot, I can see that the OpenXR version is 1.14.3. Does this mean the documentation is not referring to Unity OpenXR: Meta version?This is really confusing! I’m trying to use the latest Meta XR All-in-One SDK for Quest 3/3s development. What should I do?Thanks in advance for your help!
Hi everyone, I'm currently working with Meta Avatars and I'm facing an issue. When hand tracking is lost, the avatar's arms remain fully extended and frozen in the last tracked position, even while the body keeps moving. This results in an awkward and unrealistic appearance. Has anyone else encountered this? Is there a way to make the arms return to a default or idle position when tracking is lost? Thanks in advance!
Hello everyone, I build for Meta Quest devices using Meta Interaction SDK and OpenXR plugin on Unity 6. For my projects, it has been possible for me to use the unity multoplayer play mode without any issues, where I was able to simulate up to 3 people joining my sessions (client/server or distributed authority) and switch between the active focus window on my pc desktop to switch between the views of the users on the fly. Very recently, I got the new Horizon OS UI update (navigator etc) and since then the Oculus Link software also changed. I am not sure if it is related to this or not, but for the past week or so, when I run Multiplayer Play Mode and I have two instances of players (unity editors) running, it gets stuck on the player2 screen and no matter what I do to switch it back to player1 screen (main unity editor), it never switches the focus. The only way to get the player1 focus is to kill the second player instance and uncheck its box in the multipla
Hello,I'm a video game developer working on an app on Unity.A couple days ago, my Link with Unity started breaking and I haven't been able to recover it yet.When I prepare my Quest 3S to use Link (via cable) and press play in Unity, my app will become unresponsive and Link will crash and restart, but my app will not respond.I tried everything I know (factory reset for glasses, reinstall Link , reinstall MQDH), and the only weird thing is that MQDH says Link is Updating, but it will never finish doing so.
Library/PackageCache/com.meta.xr.sdk.voice@9c17bfd7306c/Lib/Wit.ai/Scripts/Runtime/Requests/UnityRequests/VRequest.cs(678,44): error CS1069: The type name 'DownloadHandlerAudioClip' could not be found in the namespace 'UnityEngine.Networking'. This type has been forwarded to assembly 'UnityEngine.UnityWebRequestAudioModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' Enable the built in package 'Unity Web Request Audio' in the Package Manager window to fix this error.
Hi everyone,We came across a new message (not a message we ever encountered before) when we attempt to install the application from the Meta Store:"APPNAME uses an online service that no longer works with this device. Some features may not behave as intended."The message can be ignored, after which the app is installed as intended, with no side effects AFAIK.Anyone knows how to find out which service is causing this message to appear?Thanks in advance!-R
I am developing an app that uses Meta's spatial anchor features.I deployed the app on two different headsets and noticed that, if the headsets are on different network connections, the Spatial Anchor API does not work well: specifically, it returns an error (-1006 or -1001) when loading shared anchors. Do the headsets have to be on the same network and/or close to each other? Thanks for any help.
Hi ! For my application, i need to detect when the headset is unmount and mount. I used a lot of solutions but none work. The only solution who worked on Quest3, doesn't work on Quest3S. I used OVRManager.HDMUnmounted but it only work when the headset is on veil on the Quest3S and not when is off the head. That kinda weird. If someone have a solution.Thank you
I should have done everything I should do, but my test project does not make any sound with Acoustic Ray Tracing of Meta XR Audio SDK. What are the likely solutions? The project makes sounds normally when I disable Acoustic Ray Tracing. My environment- Windows 11- Unity 2022.3.36f1- Visual Studio 2022- My Unity project is a simple non-XR 3D maze What I did:(1) Installed Meta XR Audio SDK Plugin for Unity tarball into my Unity project, following "Method 2: Download via the Meta Quest Developer Center" in [1]. (2) Set up my Unity project to enable Meta XR Audio SDK, following "Unity Project Setup" in [1]. The project settings is [2]. (3) The sounds are imported into Unity by forcing them to mono [3]. (4) Enable spatialization on my AudioSource components as per "Implementation" in [4]. The resulting setting is [5]. Attached the script MetaXRAudioSource.cs to the Audio Source’s GameObject. The optional MetaXRAudioSourceExperimentalFeatures.cs is not attached
How can I prevent the interactor ray to detect interactables behind other objects? Scene objects do have colliders, for example walls, but I still can click on interactable object that are behind walls or other non interactive objects. I supposed that interactor ray raycast should be stopped by colliders, but it's not.Is there a way to fix this without making a custom interactor?
Hi, I’m experiencing an issue where hand tracking does not work through Quest Link in Play Mode within the Unity Editor — virtual hands do not appear. My setup includes Unity [6000.0.33f1], Meta XR All-in-One SDK [74.0.1], OpenXR Plugin [1.14.2], and Quest 2 (system version [v74.1020]). Hand tracking works when built as an APK on the Quest 2 but fails via Quest Link, despite being enabled in the headset settings. The Unity console shows warnings like `XR_ERROR_HANDLE_INVALID` from `xrGetHandMeshFB` and `xrGetSkeleton2` (full list below), suggesting Quest Link isn’t passing hand tracking data correctly. ```Local Dimming feature is not supportedUnityEngine.Debug:LogWarning (object)OVRManager:InitOVRManager () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVRManager.cs:2386)OVRManager:Awake () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVRManager.cs:2508) [OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &
Helllo, normally on unity 5 (2022 LTS) I always used Meta Link during development (pressing Play the application immediately started on the Meta Quest 3 connected via USB). On Unity 6 pressing the play button is simply ignored, and I am forced to waste a lot of time with the Build and Run iterations. I followed step by step the (still usual and fairly standard) instructions on the page https://developers.meta.com/horizon/documentation/unity/unity-tutorial-hello-vr. Nothing to do, pressing Play has no effect. Obviously Meta Link works perfectly with other apps (Google Earth VR, Touchdesigner etc.). Any help? Edit: Link works only if I use al older version of the Meta XR packages: 66.0. But it does not show the hands even if it tracks them (everything is if you Build and Run on the device)
Dear Fellow unity Devs, I have encountered a rather special problem:First i have to say, Launching into play mode on Projects created earlier this year does work as expected.However in newly created Projects Play mode doesent launch into VR mode if connected Via Quest Link.I have Tried:Different Unity Versionsin unity XR plugin management installing Only openXR package, Only Oculus package and BothReinstalling Link software and M;eta quest Developer HubEnabling, disabling and reenabling Oculus runtime as Default and Rebooting my systemMaking sure the installed packages and settings match the Project that is correctly launching Playmode in VRCan you help me find the issue and fixing it?Thank you very much for your input!All the bestLee DXR
I haven't been able to get a Transform Recognizer Active State to register as active. I have no issues with Shape Recognizer Active State. Are there any additional steps that are required in order to get a TransformRecognizerActiveState to work? I have also examined it with an Active State Debug Tree UI and it confirms that the shape recognizer is activating but not the transform recognizer. Here is my component setup: Can anyone see or guess what I might be doing wrong?
I have tried controller driven hand poses in 2 different PCs and a laptop and in each device, controller driven hand poses show different results (OVR managers parameters are same)1) PC 1 - No visible controllers just hands2) PC 2 - Both controllers and hands3) Laptop - only controllers no handsHow can i solve this problem?
I'm trying to make a game that is built to my own environment, noone elses. I know there's things like Find Spawn Positions which can find areas to spawn game objects based on labels, but what if I want to place a gameobject in a specific part of my room that doesn't have a label associated with it?
I have a project I've set up with the All in One sdk. However for some reason, adding the Hand Interaction building block to an otherwise empty scene leads to strange visuals on the hands - they are only visible in the left eye, and strangely distorted.Using the locomotion the gesterues for turning or teleportation (thumb on forefinger) don't work either.Doing the same in a clean project does work.I'm wondering if the behaviour above (especially the left eye for the hands) is known, and if there's something obvious (from that description) I've broken/done wrong in my existing project.
Using Unity 6.0.41 and the latest v74 version of the Meta SDK, when I launch a Scene with some kind of a feature that needs synthetic room environments, the Simulator runs,but it is blocked and non-interactive, because the synth_env_server that runs with it just goes into a infinite loading loop. What I noticed is that the problem comes when synth_env_server_extra_rooms.app is started with "-batchmode" argument added, if I go and try to start it manually without the "-batchmode" argument it seems to start fine. Is there way to modify the default behaviour of the Xr Simulator in the Editor to start without -batchmode?
Using Custom Matchmaking my Network Avatars aren't appearing. I have been asking for help for this for the last two months with no response. My application depends on this. Auto Matchmaking won't work because I have several scenes that players will be leaving and entering which causes a glitch this is why I need automatchmaking. Can anybody help?
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