valem, you need to make a new series sadly on the quest 3 mixed reality game using the meta sdk because they completly deprecated the oculus scene manager and replaced it with something VERY different
great, but i can't figure out how to get the scanned room data from my headset to use as Effect Mesh. all i get are one or other of the randomized pre existing prefabs. I can't seem to get how to use my room as the effect mesh model. I've scanned my room in my headset but it's not showing up in this scene.
hello! thanks a lot for great tutorial. When I apply, inside the Unity it works perfectly but in Quest3 , the mirror camera somehow follows the main char. How can I fix it?
Big Thanks to Cognitive 3D for sponsoring this video. You can try the tool by registering for free and test the pro version here : app.cognitive3d.com/get-started?&
How can i make a split type.... I mean a mobile phone vr type but display in monitor... I mean Iam using a raspberry pi to create a vr. For that i need a deployable software how can I create OS type can anyone help me!!
I'm not advanced at english, but you have amazing prononcion and I understand all what you talk about here. Thank you for the video. Glad to watch more content from you👍
I need help, the position of the physics hands is not synced with the position of the controllers, I didnt mess up on the script aswell. Everything was perfect in the script. Can someone help?
Could you please upload the source code to your Patreon? I could only find your older spacial anchor code and that one is no longer functional with Meta's current Unity APK.
You might not see all the individual Meta XR packages after installation. You can verify it by looking at Asset Browser, in the Packages folder. Or, to view it in the Package Manager, go to Project Settings > Package Manager, and enable Show dependencies.
Thanks for the great tutorial. FYI, if the character IK is outside the VR rig and your character goes very fast (like say... your character is traveling with a jetpack), your visible body will be 1 frame behind your actual VR body and making a interesting out of body experience (seeing your body from above). To resolve this, I just moved the IK under the VR rig so that the late update is done at then end of that frame and not on the next frame.
Was expecting a polished tutorial, got pink hands straight away, as others have also noted, downloaded correct versions of everything. It helps when you make a tutorial to stop at sections where there are known bugs and provide workarounds and fixes.