📌For a more advanced Mixed Reality Tutorial check out this tutorial: ua-cam.com/video/QHMtVEX9O0Y/v-deo.html where I go over building a Tabletop Bowling Game.
Hi @dilmerv can you check if you get into trouble using Unity 6 with your instructions. I have an error after minute 3:18. OpenXR Plugin (com.unity.xr.openxr) package must be installed through the Unity Package Manager. Please note that not all Meta XR SDK features are currently supportded when using the OpenXR plugin. Thanks
Hello Dilmer. Thanks for the super clear tutorial. I'm trying to follow it, but even though I enabled dev mode in the app, dev mode doesn't appear in Oculus. Could you give me some suggestions or ways to resolve this? I was using the same account and tried restarting my Oculus after enabling the dev feature in the app. Huge thanks!
Hello and thank you for your comment. Could you check if perhaps you have a OS update available? Also, you could try downloading the Meta Developer Hub and connecting the headset to your computer via USB-C, that may also help in finding the problem. Let me know if any of these work for you!
man the same happens here, I waited the battery died, and restarted the meta quest, when I restarted, the menu appears, but first I enabled the development mode in my cellphone
hello dilmer, after watching this vid (its a great video by the way) i still got a error: 'for MR apps it's recommended to disable show splash screen (in player settings). otherwise it will result in an inconsistent experience'. do i need to fix it and if yes, how? thanks in advance
It shouldn’t cause any problems, I got the same error and I believe is because I was using Unity Pro, I believe is a Meta bug which can be ignored. Are you using Unity pro?
Hey great question. You can drag and drop your model onto the hierarchy then drag and drop the grab interaction building block onto it. That will add all the required components for grab interactions.
Hello ! great tutorial ... I have a question ... After you create the APK and you upload the project into the Oculus, are you able to use it without the cable? I managed to make it work (almost everything that you did) however it only works while being connected into the PC ... Thank you
Yes, if you build an APK and deploy it to the device then that means it is installed within your Quest OS and therefore it should be standalone. To find it in your Quest device, go to your app library > unknown sources and it should be listed there with the name you gave your game in Unity.
Hello thank you for your response! I have done that but the project does not work as a stand alone. I see the project as an/ or in unknown source and when I click on it nothing happens.
Some more notes, using Unity 6000.0.32f1 - Cube falls down. You need to enable IsKinematic. Not shown in the video. I guess this is a general setup issue, not Unity version related. - Using the mentioned Unity version the controller tracking is not working out of the box. I'm still looking into a solution.
Hey bro amazing tutorial followed it but im having an issue, on my quest three when i open the app it just shows the three dots loading but app doesnt load how to fix this?
Hey thanks for your feedback. I would try removing the app completely from your headset. Then installing the Android Logcat Unity package to see exactly why the app is not loading through these logs. docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.4/manual/getting-started.html
@@dilmerv Thanks for the reply, I actually found the solution, i accidentally turned on Google AR Core aswell which was causing the issues for the oculus kit somehow, but after i removed it and reinstalled the app, it worked. And bro, i really love your series and how you explain the workflow of XR in unity and i am following your tutorials to learn about the XR Development in unity, Thanks alot for making such amazing videos.
Hey great question. Currently, Meta link only works on PCs, but you can use the Meta XR Simulator for Mac or the Immersive Debugger. - Meta XR Simulator: ua-cam.com/video/z2aNum4aHXs/v-deo.htmlsi=SooMGwM8ipZyt65W - Meta Immersive Debugger: ua-cam.com/video/voMLd_FxLWU/v-deo.htmlsi=UwAdVw6srZbJ81Xo
Hi,I am interested in the field of MR and was always interested in learning the same. But All the advertisements and developments in this field seems more of gimmick.. Like most of the current applications of Mixed reality I see can be done without MR. I feel like the tool is the limitation and which must not be. I would like to get your insight on the same . Can you please give me some genuine use cases of Mixed reality design field???
Hey thanks for your message. It may look like a gimmick because the capabilities on Quest devices is somewhat limited vs what you should be able to do such as object tracking + computer vision which requires camera access but we will get there and I am sure meta will provide those tools. There are a lot of use cases, from construction, to home decoration, to medical procedures, etc etc etc I did a prototype yesterday which is fairly simple but shows you how quickly you can find ways to use it for real use cases: x.com/dilmerv/status/1820133637486252456 also take a look at all of the amazing submissions and winners who created very useful prototypes with mixed reality here: metaquesthackathon.devpost.com/project-gallery
Hello! I really wanna learn your tutorial!👍 I'm not a developer.. so is it okay to take your course if I've never used the unity before?? and what course you recommend for the first timer??!
Thank you for your feedback, you could follow along with this video or you could also get my XR Bundle which includes intro to C#, VR, and AR development. More information about it here: www.learnxr.io/xr-courses, let me know if you have any questions.
Hi is it difficult to add controls to manipulate the whole scene in mixed reality? I wanted to rotate and move the height and distance of the scene but wasn't sure how difficult that was?
Hi @Dilmer your tutorials are awesome and to the point. I was wondering if you could make a tutorial where we can have the geospatial creator tutorial in Quest 3 becuase i tried to build the google geopatial creator project in to quest 3 and it just breaks when i do build and run. i would be super helpfull thanks
Excellent tut , as always!( After watching so many of your youtube videos and gaining so much, im gonna join your patreon this month. )Im gonna sound dumb, but Im having a hard time "using" the item I grab via a button press when using the meta blocks , like a trigger to shoot or turn on a flashlight?( I used to use VRIF framework as a starting point for VR stuff, but it doesnt play well with the new meta blocks , and MR has been my dream since starting this stuff back with vuforia and google carboard on my Samsung S5!)
That’s awesome and I appreciate you taking the time by providing feedback. Also thanks for your willingness to support my content creation journey! I will be here in Patreon anytime you need me.
I have created a project using this video (buiding blocks) and I can't run it on the editor, only through "Build and Run". When I run on the editor (using meta link cable) is extremmely slow and laggy, why is that? I have another project using Unity XR Plugin that works fine!
Hey great question. Are you 100% sure that it is running via Meta Link and not through the WiFi feature? WiFi to me is unmanageable and when using a direct connection it works great.
Hello! Amazing tutorial! I deployed the project in my Quest 2, but the cube appeared and then quicky disappeared and controllers didn't work :( Maybe you know where the problem might be? (Unity macOS)
Thanks for your feedback! I would suggest going back to Unity and checking the “Project Setup Tool” for any remaining fixes needed. The tool should advise you about any settings missing. Here is more info that could help: developers.meta.com/horizon/documentation/unity/unity-upst-overview/
Yup. Tried both cable link and air link (in theory in should matter as long as device shows in adv, but wanted to make sure). I do get a warning that you can only use Camera.stereoTargetEye with built-in renderer, so I tried checking Use per eye cameras in the camera rig, which makes me see the scene, but head is at origin and no movement happens. Every other setting is exactly like yours 😅
@@dilmerv I actually have it connected to my quest 3 and developer mode on in the Meta Horizon phone app, i've set OpenXR runtime as active, still nothing under beta. But i've been told it doesn't matter anymore so... Not sure I need to anyways?
Take a look at your [BuildingBlock] Synthetic Left Hand and [BuildingBlock] Synthetic Right Hand, inside those objects you will find "l_handMeshNode" which has a material property block, make sure that is assigned correctly. I would also check all the scripts assigned within the Synthetic hands just to make sure there are not missing references in the inspector. I've seen that before.
@@dilmerv Thanks for pointing in the right direction. The issue was under Synthenic Right Hand > OVRRightHandVisual >r_handMeshNode the mesh property had a issue with missing reference so just need to go and manually update it using the left hand as a reference to find it in the project.
Could you try this: Log out of the Unity Hub, Log back in, Create a new Unity project and do not enable "Connect to Unity Cloud", then try to download the Meta XR All In One Package again. Let me know if that works, thanks.
I have just had the same issue. The only way I resolved was to using the plus in the package manager, then selected add from the git URL then enter com.meta.xr.sdk.all
Looks like Meta updated their packages this morning and messed something up. I just sent them a message, let's give it a few hours. Thanks for the feedback.
@@dilmerv after doing it manually I tried updating the Meta XR Core SDK from v67.0.0 to v68.0.0 and that broke stuff. I suspect it could be whats causing the issues.
I had my quest 3 connected to the pc first then I tried to connect it to my phone app and it won't connect even tho it detects it's near by? Just says failed to connect even though both are connected to the same WiFi? Also in 1:31 i dont jave the developer runtime settings only the first 3 settings uptop And another issue when intalling the meta sdk it gave me an error
Could you also verify that you have bluetooth turned on? your mobile phone will also need to have it enabled for connectivity. What error are you getting with Meta XR SDK installation? can you post the exact error?
@@dilmerv ok i sorted out the phone app connection. below is the 2 error i get when i install the Meta XR All in one SDK Library\PackageCache\com.meta.xr.sdk.core@67.0.0\Scripts\EnvironmentDepth\EnvironmentDepthManager.cs(254,43): error CS1061: 'XRDisplaySubsystem' does not contain a definition for 'GetRenderTexture' and no accessible extension method 'GetRenderTexture' accepting a first argument of type 'XRDisplaySubsystem' could be found (are you missing a using directive or an assembly reference?) and a very long one that starts with Failed to find entry-points: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.Exception: Failed to resolve assembly 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' in directories:
@@dilmerv ok i sorted out the phone app connection. below is the 2 error i get when i install the Meta XR All in one SDK Library\PackageCache\com.meta.xr.sdk.core@67.0.0\Scripts\EnvironmentDepth\EnvironmentDepthManager.cs(254,43): error CS1061: 'XRDisplaySubsystem' does not contain a definition for 'GetRenderTexture' and no accessible extension method 'GetRenderTexture' accepting a first argument of type 'XRDisplaySubsystem' could be found (are you missing a using directive or an assembly reference?) and a very long one that starts with Failed to find entry-points: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.Exception: Failed to resolve assembly 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' in directories: along with quite a few warrning messages
@@dilmerv ok i sorted out the phone app connection. below is the 2 error i get when i install the Meta XR All in one SDK Library\PackageCache\com.meta.xr.sdk.core@67.0.0\Scripts\EnvironmentDepth\EnvironmentDepthManager.cs(254,43): error CS1061: 'XRDisplaySubsystem' does not contain a definition for 'GetRenderTexture' and no accessible extension method 'GetRenderTexture' accepting a first argument of type 'XRDisplaySubsystem' could be found (are you missing a using directive or an assembly reference?) and a very long one that starts with Failed to find entry-points: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.Exception: Failed to resolve assembly 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' in directories:
@@dilmerv Fixed the Headset Connectivity but here are the error code in the console menu Library\PackageCache\com.meta.xr.sdk.core@67.0.0\Scripts\EnvironmentDepth\EnvironmentDepthManager.cs(254,43): error CS1061: 'XRDisplaySubsystem' does not contain a definition for 'GetRenderTexture' and no accessible extension method 'GetRenderTexture' accepting a first argument of type 'XRDisplaySubsystem' could be found (are you missing a using directive or an assembly reference?) and Failed to find entry-points: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.Exception: Failed to resolve assembly 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' in directories: D:\Unity\2023.1.2f1\Editor\Data\MonoBleedingEdge\lib\mono\unityjit-win32 with few grey warnings Unexpected timestamp values detected and First video frame not zero: 4 (0.066667s). Result may be out of sync. Please make sure tracks all start at 0 in
I followed all the steps multiples times and I still cannot build the application because my Quest 3 does not show in the dropdown menu in the "Run Device". I tried via cable link and via air link. Same problem.
@@dilmerv yes, I followed the tutorial to the letter, but when the time to build the application to Android comes, Oculus Quest does not show in the device list even after refreshing many times, or rebooting everything.
Yeah that’s not particularly an issue with Unity, instead your headset communication with your computer. Make sure your Oculus App / Meta Link app running in windows shows your device as connected when you plug it in, this is completely independent from Unity.
@@dilmerv The Oculus App in Windows does recognize the device but Unity does not. In fact, I'm getting an error in Unity saying "For MR apps it's recommended to disable Show Splash Screen" however I'm using student version of Unity which won't allow me to disable this option.
You could look at the Integration SDK Samples which should be included as part of the Meta XR All In One package, there are plenty of examples covering this topic. I will also be making a new video covering the topic very soon, thanks for your comment.
@@dilmerv I actually love the speed of this! People can just pause as they go through as opposed to having to skip ahead in tutorials where the person is too slow, keep the pace brother :)
📌For a more advanced Mixed Reality Tutorial check out this tutorial: ua-cam.com/video/QHMtVEX9O0Y/v-deo.html where I go over building a Tabletop Bowling Game.
Fast, simple clear. I love it!
I am glad you liked this format, normally I make longer videos, this is great feedback.
Really appreciate you making a current up-to-the-minute tutorial! Thank you!
Hey Jeffrey thanks for letting me know, I am glad this helped you!
Finally a Quest tut!
Thanks for your comment! I have a few more in progress :)
Perfect, direct to the point.
Thanks man I am glad you found it helpful!
This video is great, perfect timing too I just started to get back on my XR grindset
Thanks Ricardo, that’s amazing to see people like you started to start with XR!
Thank you! Really easy to follow and current. Almost got started with the old oculus SDK before I ran into this amazing tutorial.😂
I am glad this video helped you, thanks for your comment!
Another great tutorial. Thank you for making this content available ❤🙏
I’m glad you like it! Thanks for watching 😊❤️
Fast, Excite, Complete!
Thank you for your feedback!
Love quest 3 mixed reality tutorials, hopefully more to come
Thanks for letting me know, I have a variety of them coming!
Thank you for this tutorial, it worked perfectly for me
I am so glad thank you for your feedback!
thank you for this video. It helped a lot .
I am so glad that it helped, thank you for your awesome feedback!
Man, this is so fire!!!
Thanks a lot Malcolm I am glad you like it!
Hi @dilmerv can you check if you get into trouble using Unity 6 with your instructions. I have an error after minute 3:18.
OpenXR Plugin (com.unity.xr.openxr) package must be installed through the Unity Package Manager. Please note that not all Meta XR SDK features are currently supportded when using the OpenXR plugin.
Thanks
Thank you for the tutorial! Is it the same setup if I want to create a VR app for Quest 3?
Yes exactly the same workflow except that you only need the “Camera Rig Building Block” and not a “Passthrough Building Block” good question!
@@dilmerv thank you! do you think it is actually good to use Meta SDK over interaction toolkit for VR development with Quest 3?
Hello Dilmer. Thanks for the super clear tutorial. I'm trying to follow it, but even though I enabled dev mode in the app, dev mode doesn't appear in Oculus. Could you give me some suggestions or ways to resolve this? I was using the same account and tried restarting my Oculus after enabling the dev feature in the app. Huge thanks!
Hello and thank you for your comment. Could you check if perhaps you have a OS update available? Also, you could try downloading the Meta Developer Hub and connecting the headset to your computer via USB-C, that may also help in finding the problem.
Let me know if any of these work for you!
man the same happens here, I waited the battery died, and restarted the meta quest, when I restarted, the menu appears, but first I enabled the development mode in my cellphone
hello dilmer,
after watching this vid (its a great video by the way) i still got a error: 'for MR apps it's recommended to disable show splash screen (in player settings). otherwise it will result in an inconsistent experience'.
do i need to fix it and if yes, how?
thanks in advance
It shouldn’t cause any problems, I got the same error and I believe is because I was using Unity Pro, I believe is a Meta bug which can be ignored. Are you using Unity pro?
very strong intro
Thank you I am glad you liked it!
Thank you, Dilmer! How can I change the default cube with my own object? I'm not sure what is the quickest way to do so.
Hey great question. You can drag and drop your model onto the hierarchy then drag and drop the grab interaction building block onto it. That will add all the required components for grab interactions.
Hello ! great tutorial ... I have a question ... After you create the APK and you upload the project into the Oculus, are you able to use it without the cable? I managed to make it work (almost everything that you did) however it only works while being connected into the PC ... Thank you
Yes, if you build an APK and deploy it to the device then that means it is installed within your Quest OS and therefore it should be standalone. To find it in your Quest device, go to your app library > unknown sources and it should be listed there with the name you gave your game in Unity.
Hello thank you for your response! I have done that but the project does not work as a stand alone. I see the project as an/ or in unknown source and when I click on it nothing happens.
pretty dumb question but... after I've built the project to my quest3s, where do I find it later on? It doesn't show up in my library or in files.
Some more notes, using Unity 6000.0.32f1
- Cube falls down. You need to enable IsKinematic. Not shown in the video. I guess this is a general setup issue, not Unity version related.
- Using the mentioned Unity version the controller tracking is not working out of the box. I'm still looking into a solution.
Thanks for the information, I haven’t tried Unity 6 yet with Meta SDK, but I plan to do it this weekend. I appreciate your feedback!
@@dilmerv Comments and solution below. Thanks
@@dilmerv is the SDK discontinued?
Hey bro amazing tutorial followed it but im having an issue, on my quest three when i open the app it just shows the three dots loading but app doesnt load how to fix this?
Hey thanks for your feedback. I would try removing the app completely from your headset. Then installing the Android Logcat Unity package to see exactly why the app is not loading through these logs.
docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.4/manual/getting-started.html
@@dilmerv Thanks for the reply, I actually found the solution, i accidentally turned on Google AR Core aswell which was causing the issues for the oculus kit somehow, but after i removed it and reinstalled the app, it worked. And bro, i really love your series and how you explain the workflow of XR in unity and i am following your tutorials to learn about the XR Development in unity, Thanks alot for making such amazing videos.
Can you tell me if I can start the Game without any internet connection later on? And if there is any difference in Unity between 3 and 3s?
For Mac users, how do I get meta quest link? Or is there a way around?
Hey great question. Currently, Meta link only works on PCs, but you can use the Meta XR Simulator for Mac or the Immersive Debugger.
- Meta XR Simulator: ua-cam.com/video/z2aNum4aHXs/v-deo.htmlsi=SooMGwM8ipZyt65W
- Meta Immersive Debugger: ua-cam.com/video/voMLd_FxLWU/v-deo.htmlsi=UwAdVw6srZbJ81Xo
@@dilmerv Thank you. For the moment I just build the project and install the apk each time on my quest device using MQDH.
Hi,I am interested in the field of MR and was always interested in learning the same. But All the advertisements and developments in this field seems more of gimmick..
Like most of the current applications of Mixed reality I see can be done without MR. I feel like the tool is the limitation and which must not be. I would like to get your insight on the same . Can you please give me some genuine use cases of Mixed reality design field???
Hey thanks for your message. It may look like a gimmick because the capabilities on Quest devices is somewhat limited vs what you should be able to do such as object tracking + computer vision which requires camera access but we will get there and I am sure meta will provide those tools.
There are a lot of use cases, from construction, to home decoration, to medical procedures, etc etc etc
I did a prototype yesterday which is fairly simple but shows you how quickly you can find ways to use it for real use cases: x.com/dilmerv/status/1820133637486252456 also take a look at all of the amazing submissions and winners who created very useful prototypes with mixed reality here: metaquesthackathon.devpost.com/project-gallery
@@dilmerv Thanks a lot for the insight❤❤
Hello! I really wanna learn your tutorial!👍 I'm not a developer.. so is it okay to take your course if I've never used the unity before?? and what course you recommend for the first timer??!
Thank you for your feedback, you could follow along with this video or you could also get my XR Bundle which includes intro to C#, VR, and AR development. More information about it here: www.learnxr.io/xr-courses, let me know if you have any questions.
Hi is it difficult to add controls to manipulate the whole scene in mixed reality? I wanted to rotate and move the height and distance of the scene but wasn't sure how difficult that was?
Hi @Dilmer your tutorials are awesome and to the point. I was wondering if you could make a tutorial where we can have the geospatial creator tutorial in Quest 3 becuase i tried to build the google geopatial creator project in to quest 3 and it just breaks when i do build and run. i would be super helpfull thanks
I appreciate the feedback and will look into it for a future video! Thank you!
nice tutorial, hey for some reason i can see the outline from the left hand but the right hand is missing hummmmm
Is the right hand missing completely or just the outline for the right hand?
Excellent tut , as always!( After watching so many of your youtube videos and gaining so much, im gonna join your patreon this month. )Im gonna sound dumb, but Im having a hard time "using" the item I grab via a button press when using the meta blocks , like a trigger to shoot or turn on a flashlight?( I used to use VRIF framework as a starting point for VR stuff, but it doesnt play well with the new meta blocks , and MR has been my dream since starting this stuff back with vuforia and google carboard on my Samsung S5!)
That’s awesome and I appreciate you taking the time by providing feedback. Also thanks for your willingness to support my content creation journey! I will be here in Patreon anytime you need me.
I have created a project using this video (buiding blocks) and I can't run it on the editor, only through "Build and Run". When I run on the editor (using meta link cable) is extremmely slow and laggy, why is that? I have another project using Unity XR Plugin that works fine!
Hey great question. Are you 100% sure that it is running via Meta Link and not through the WiFi feature? WiFi to me is unmanageable and when using a direct connection it works great.
Hello! Amazing tutorial!
I deployed the project in my Quest 2, but the cube appeared and then quicky disappeared and controllers didn't work :( Maybe you know where the problem might be? (Unity macOS)
Thanks for your feedback! I would suggest going back to Unity and checking the “Project Setup Tool” for any remaining fixes needed. The tool should advise you about any settings missing.
Here is more info that could help: developers.meta.com/horizon/documentation/unity/unity-upst-overview/
all good :) I just quit the app and open again. Thanks a lot!
Awesome, I am glad you figured it out! Have a great day!
Is it possible to get meta quest link on MacOS devices?
Better than ChatGpt Dilmer!
I am glad that’s the case 😂 thanks for your feedback!
Building and running works just fine, however when running from the editor, the game screen and oculu screen stay black.
Are using a PC & connecting your device to Meta link?
Yup. Tried both cable link and air link (in theory in should matter as long as device shows in adv, but wanted to make sure).
I do get a warning that you can only use Camera.stereoTargetEye with built-in renderer, so I tried checking Use per eye cameras in the camera rig, which makes me see the scene, but head is at origin and no movement happens. Every other setting is exactly like yours 😅
at 1:26 when you enter the Beta section, I have no options under " Demo mode ". Why is that? It's driving me insane!
That means you haven't enabled developer mode. Make sure to do so with your mobile device. Thanks for your comment.
@@dilmerv I actually have it connected to my quest 3 and developer mode on in the Meta Horizon phone app, i've set OpenXR runtime as active, still nothing under beta.
But i've been told it doesn't matter anymore so... Not sure I need to anyways?
Just gone through this, for some reason my right hand does not have the visual outline, only my left.
Take a look at your [BuildingBlock] Synthetic Left Hand and [BuildingBlock] Synthetic Right Hand, inside those objects you will find "l_handMeshNode" which has a material property block, make sure that is assigned correctly. I would also check all the scripts assigned within the Synthetic hands just to make sure there are not missing references in the inspector. I've seen that before.
@@dilmerv Thanks for pointing in the right direction. The issue was under Synthenic Right Hand > OVRRightHandVisual >r_handMeshNode the mesh property had a issue with missing reference so just need to go and manually update it using the left hand as a reference to find it in the project.
I get a product ID mismatch error in the package manager stopping me install the all in one sdk. Anyone know a fix?
Could you try this: Log out of the Unity Hub, Log back in, Create a new Unity project and do not enable "Connect to Unity Cloud", then try to download the Meta XR All In One Package again.
Let me know if that works, thanks.
I have just had the same issue. The only way I resolved was to using the plus in the package manager, then selected add from the git URL then enter com.meta.xr.sdk.all
Looks like Meta updated their packages this morning and messed something up. I just sent them a message, let's give it a few hours. Thanks for the feedback.
@@dilmerv after doing it manually I tried updating the Meta XR Core SDK from v67.0.0 to v68.0.0 and that broke stuff. I suspect it could be whats causing the issues.
For now, you can download any of the Meta packages from their NPM registry here: npm.developer.oculus.com/
i dont see beta in my MQDH. Also after adding everything i dont see anything
I had my quest 3 connected to the pc first then I tried to connect it to my phone app and it won't connect even tho it detects it's near by? Just says failed to connect even though both are connected to the same WiFi?
Also in 1:31 i dont jave the developer runtime settings only the first 3 settings uptop
And another issue when intalling the meta sdk it gave me an error
Could you also verify that you have bluetooth turned on? your mobile phone will also need to have it enabled for connectivity. What error are you getting with Meta XR SDK installation? can you post the exact error?
@@dilmerv ok i sorted out the phone app connection.
below is the 2 error i get when i install the Meta XR All in one SDK
Library\PackageCache\com.meta.xr.sdk.core@67.0.0\Scripts\EnvironmentDepth\EnvironmentDepthManager.cs(254,43): error CS1061: 'XRDisplaySubsystem' does not contain a definition for 'GetRenderTexture' and no accessible extension method 'GetRenderTexture' accepting a first argument of type 'XRDisplaySubsystem' could be found (are you missing a using directive or an assembly reference?)
and a very long one that starts with
Failed to find entry-points:
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.Exception: Failed to resolve assembly 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' in directories:
@@dilmerv ok i sorted out the phone app connection.
below is the 2 error i get when i install the Meta XR All in one SDK
Library\PackageCache\com.meta.xr.sdk.core@67.0.0\Scripts\EnvironmentDepth\EnvironmentDepthManager.cs(254,43): error CS1061: 'XRDisplaySubsystem' does not contain a definition for 'GetRenderTexture' and no accessible extension method 'GetRenderTexture' accepting a first argument of type 'XRDisplaySubsystem' could be found (are you missing a using directive or an assembly reference?)
and a very long one that starts with
Failed to find entry-points:
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.Exception: Failed to resolve assembly 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' in directories:
along with quite a few warrning messages
@@dilmerv ok i sorted out the phone app connection.
below is the 2 error i get when i install the Meta XR All in one SDK
Library\PackageCache\com.meta.xr.sdk.core@67.0.0\Scripts\EnvironmentDepth\EnvironmentDepthManager.cs(254,43): error CS1061: 'XRDisplaySubsystem' does not contain a definition for 'GetRenderTexture' and no accessible extension method 'GetRenderTexture' accepting a first argument of type 'XRDisplaySubsystem' could be found (are you missing a using directive or an assembly reference?)
and a very long one that starts with
Failed to find entry-points:
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.Exception: Failed to resolve assembly 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' in directories:
@@dilmerv Fixed the Headset Connectivity
but here are the error code in the console menu
Library\PackageCache\com.meta.xr.sdk.core@67.0.0\Scripts\EnvironmentDepth\EnvironmentDepthManager.cs(254,43): error CS1061: 'XRDisplaySubsystem' does not contain a definition for 'GetRenderTexture' and no accessible extension method 'GetRenderTexture' accepting a first argument of type 'XRDisplaySubsystem' could be found (are you missing a using directive or an assembly reference?)
and
Failed to find entry-points:
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> System.Exception: Failed to resolve assembly 'Meta.XR.EnvironmentDepth.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' in directories: D:\Unity\2023.1.2f1\Editor\Data\MonoBleedingEdge\lib\mono\unityjit-win32
with few grey warnings
Unexpected timestamp values detected
and
First video frame not zero: 4 (0.066667s). Result may be out of sync. Please make sure tracks all start at 0 in
I followed all the steps multiples times and I still cannot build the application because my Quest 3 does not show in the dropdown menu in the "Run Device". I tried via cable link and via air link. Same problem.
Have you enabled developer mode on your Meta Quest and also USB debugging capabilities?
@@dilmerv yes, I followed the tutorial to the letter, but when the time to build the application to Android comes, Oculus Quest does not show in the device list even after refreshing many times, or rebooting everything.
Yeah that’s not particularly an issue with Unity, instead your headset communication with your computer. Make sure your Oculus App / Meta Link app running in windows shows your device as connected when you plug it in, this is completely independent from Unity.
@@dilmerv The Oculus App in Windows does recognize the device but Unity does not. In fact, I'm getting an error in Unity saying "For MR apps it's recommended to disable Show Splash Screen" however I'm using student version of Unity which won't allow me to disable this option.
How to make Menu for Meta Quest 3?
You could look at the Integration SDK Samples which should be included as part of the Meta XR All In One package, there are plenty of examples covering this topic. I will also be making a new video covering the topic very soon, thanks for your comment.
When I run it, the background becomes black and I can touch the cube.
Check the project setup tool > Android, then if there are any pending fixes apply them all. Let me know if that works for you.
@@dilmerv Greetings, will it fail wirelessly if I try it with a quest link that is not SideQuest?
I don't even see device management in my settings...
what the heck!! where the cube is coming from?!!
Magic 😆 joking! Were you not able to see the cube?
to complicate ...
Thanks for your feedback, are there any questions that I can answer?
you talk toooooo fast
I do! Thanks for your feedback, I will try to slow down next time!
@@dilmerv I actually love the speed of this! People can just pause as they go through as opposed to having to skip ahead in tutorials where the person is too slow, keep the pace brother :)