I have worked at it all weekend, and I'm having trouble wrapping my head
around how to synchronize rigidbody objects over Fusion networking so
that multiple players in the same physical room can see the objects in
the same place. My confusion is cent...
I can't get SDK 54.1 to work with Unity at all. Here are my steps:1)
Create new core graphics project2) swap to Android3) Install XR
integration, set to "Oculus"3) import Oculus Integration SDK 54.1After
the lengthy install, Unity re-boots (as usual)...
I have been retrieving friends list in my Unity/Oculus apps for quite a
while. I'm familiar with test users, application ID's, application data
usage requests, etc. and have successfully retrieved friends lists this
way for quite a long time. As of a...
I'm learning to program Spatial Anchors in Unity. I have created and
saved (to local AND cloud) several OVRSpatialAnchors for testing. I
didn't save the UUIDs for these. The documentation says that having
leftover unused anchors stored can affect per...
Update V40 seems to have broken my floor settings. Every time I try to
set the floor level for guardian or space setup (new), the floor is
always detected about 2 inches to a foot ABOVE the actual floor, and
actually goes HIGHER when I stand up from ...
Yeah - that's correct. I've been playing with the Unity SDK for years,
and I remember when they announced that the shared spatial anchors were
coming. I had a couple Quests, and I was so excited and impatient about
creating a co-located experience th...
Thats exactly why they created "shared spatial anchors". Keep in mind
that you're not exactly sharing it to a specific device - you're giving
other SPECIFIC Meta user accounts permission to download it from the
cloud ... in THAT specific app, and THA...
Actually - the Meta Unity SDK *DOES* include a way to get a triangle
mesh from the Quest 3 room scans, if thats all you need. It's really
cool, actually - I tried it for the same reason as OP wanted - to pull
it into a modeller (Blender?) and use the...
What do you mean by "the object is being loaded, but the transform
isn't"? I'm assuming that you have a OVRSceneManager and loader script
in the scene, and you have setup prefabs for your scene objects and
THESE are what are getting loaded, correct? ...