I love how they're making this more accessible to people with little development experience. Would love to see what can be built with these blocks, looking forward to more videos like this!
Congratulations! Great video! I had an issue while testing my Project. When i hit play to test, in Quest 3 appears a screen showing a message: Loading... and nothing happens. Any idea what i may be missing? I'm using 2022.3.34f1 Editor Version by the way. Thanks!
Thanks for this video, that's really cool and easy to use this integration! I have a question though: where's the movement blocks? Like, there's no teleport or slide movement?
Thank you very much for this great overview. Would love to see some more of placing CG on real world objects Perhaps Third Person character standard unity enhanced to run around hiding and jumping based on scenemanager? These videos is all I want for Christmas... (Christ mess)😎🤠
Be sure to have very good lighting when testing this. Good light helped more than anticipated with consistency in tracking controls versus hands... Also material will not automatically get updated to URP
thanks for your videos !! Great ! I've an issue when I test room model creation. My quest 3 is connected with a cable and when I click on play in unity it tells me it's not possible to create a room when connected by cable... I've seen you're not connected to you computer while testing room model... how do you do ? thanks
@blackwhalestudio thanks for your quick reply. In the meantime I managed to visualize my room by building and transfering the apk on meta quest with MQDH
@@blackwhalestudio perfect I will try that as soon as possible 😊. Got it running yesterday by myself, kinda, but the position of all of the preset furniture/walls were in 0,0,0. So I'll look into your way 😊
Hmmm, the Grabbable Cube and/or Pokeable Button forces the Editor to crash (editor 2022.3.14f1 and Meta XR Modules 60.0.0). But anyway, thanks for guiding how to use!
this is not a problem, the building block has just been updated. To apply a new material to your room model, consider using MRUK (Mixed Reality Utility Kit)
On the Room Model gameObject there is a component that let's you select which plane mesh you would like to use for your room models. You can either create your own or use Meta's invisible mesh prefab! :)
This appears to only load the tracker but not the controllable or interactable for the controllers, jus the hands, my controllers are unable to do anything after adding all those blocks :S
yes, unfortunately the building blocks only add functionality to the hands right now. however, you can see how the hands are set up and add the same components to the controllers, they just have a slightly different name. For example instead of handGrab it would be controllerGrab!
After adding HandTracking and Controllertracking I still can't see controller model or hand model when running (2022.3.15f1 URP). Could it be some setting I've overlooked?
There could be an issue with the render pipeline! As far as I know, Meta unfortunately made the Materials read-only, which means if you are using URP, you won't be able to convert the materials. However, in this case they should be pink and not just vanish...
I love how they're making this more accessible to people with little development experience. Would love to see what can be built with these blocks, looking forward to more videos like this!
😊😊
Very nice. Especially when I think of the hours I used to spend trying to figure some of these things out. Nice job.
Exactly, it saves me a ton of time too!
As an XR dev, I am a bit upset that it didn't come up a bit earlier, and also very glad that I don't have to build more manual and script settings...
Congratulations! Great video! I had an issue while testing my Project. When i hit play to test, in Quest 3 appears a screen showing a message: Loading... and nothing happens. Any idea what i may be missing? I'm using 2022.3.34f1 Editor Version by the way. Thanks!
Thanks for this video, that's really cool and easy to use this integration! I have a question though: where's the movement blocks? Like, there's no teleport or slide movement?
Unfortunately, for whatever reason there is no locomotion block yet!
@@blackwhalestudio Thanks for the reply! Love your channel.
Man, this is a great video! Loved it. Following you closely.
Thanks a lot, appreciate it!
Thank you very much for this great overview. Would love to see some more of placing CG on real world objects Perhaps Third Person character standard unity enhanced to run around hiding and jumping based on scenemanager? These videos is all I want for Christmas... (Christ mess)😎🤠
Thanks, I will definitely consider a dedicated video for scene understanding and your idea sounds like a great sample for it!
Superb, building blocks for Meta Avatars?
Definitely in the future!
Be sure to have very good lighting when testing this. Good light helped more than anticipated with consistency in tracking controls versus hands... Also material will not automatically get updated to URP
This is really fantastic!
How to enable the passthrough on the game scene? Thank you in advance
You can watch my tutorial here: ruclips.net/video/PmDPQe-mnnI/видео.html&t
I have enabled physics capsules on the hands and I want to detect when my hands touch gameobjects but my colliders do not detect the hands. Any ideas?
Yeah im having the same issue. Can’t find an answer anywhere on this
I haven't looked at it personally yet, but did you make sure that your physics layers are set to interact with each other?
@@TayoEXE I ending up giving up.
Thanks for the video. Is it possible to see the test scene directly in Unity Gameview? I run it and nothing happens. What should I do?
I also want to know this information! Please help!
Have you guys checked the check-box for the Oculus XR plugin for Windows in the XR Plugin Management?
thanks for your videos !! Great ! I've an issue when I test room model creation. My quest 3 is connected with a cable and when I click on play in unity it tells me it's not possible to create a room when connected by cable... I've seen you're not connected to you computer while testing room model... how do you do ? thanks
Hi, make sure to check scene support on your OVR manager and also enable Spatial Data over Meta Link in your Oculus Link App!
@blackwhalestudio thanks for your quick reply. In the meantime I managed to visualize my room by building and transfering the apk on meta quest with MQDH
it is only limited to Android Platform? not for windows?
it's for Quest which is an Android device
How can I use the Room-Model information in Unity?
You can watch my video here: ruclips.net/video/n6YZlp4yMwM/видео.html&t
@@blackwhalestudio perfect I will try that as soon as possible 😊. Got it running yesterday by myself, kinda, but the position of all of the preset furniture/walls were in 0,0,0. So I'll look into your way 😊
Some one had problems with the poke Interactable? because in my project it works on play by unity but it doesn't work on build, thank you!
Great tool! not working with Unity 6, fix please :))
Hmmm, the Grabbable Cube and/or Pokeable Button forces the Editor to crash (editor 2022.3.14f1 and Meta XR Modules 60.0.0). But anyway, thanks for guiding how to use!
Interesting, I will report this to Meta, thanks for letting us know!
@@blackwhalestudio Thanks, btw, what Versions are you using?
Meta XR SDK v60
😎👓
7:22
You see blue walls on your quest, but when I try it, I couldn't see anything just passthrough.
How can I fix this problem??
this is not a problem, the building block has just been updated. To apply a new material to your room model, consider using MRUK (Mixed Reality Utility Kit)
handtracking not working with me
i have quest 3
win 11
unity 2022.3.21f
meta all in one v64
How do you hide the block mesh in the MR mode?
On the Room Model gameObject there is a component that let's you select which plane mesh you would like to use for your room models. You can either create your own or use Meta's invisible mesh prefab! :)
Thank u
This appears to only load the tracker but not the controllable or interactable for the controllers, jus the hands, my controllers are unable to do anything after adding all those blocks :S
yes, unfortunately the building blocks only add functionality to the hands right now. however, you can see how the hands are set up and add the same components to the controllers, they just have a slightly different name. For example instead of handGrab it would be controllerGrab!
After adding HandTracking and Controllertracking I still can't see controller model or hand model when running (2022.3.15f1 URP). Could it be some setting I've overlooked?
There could be an issue with the render pipeline! As far as I know, Meta unfortunately made the Materials read-only, which means if you are using URP, you won't be able to convert the materials. However, in this case they should be pink and not just vanish...
@@blackwhalestudio Agree they are pink in the editor but seems to not show up in the quest . will try unity 2021 standard 3D...
@@haraldgundersen7303 Yes, that should work!
Kind of got it to work on 2021 3D standard. Guess I have to try tweaking some parms...😇
I need more help with building blocks :(
Join our Discord and feel free to ask any questions there!