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Quest Runtime Optimizer fails to analyze captured frame
I am trying to use the Quest Runtime Optimizer (v0.1.0 from the asset store) on an OpenXR project with Unity 2022.3.54f1. I am building and deploying an apk to a Meta Quest 3 (version 79.0). The Scan GameObjects functionnality works fine. However, when I try to "Capture Frame" from the Quest Runtime Optimizer editor windows, I get the following error: MetricAPI: 68946B12.json execode: 0 single positional indexer is out-of-bounds Traceback (most recent call last): File "C:\open\fbsource\arvr\projects\integrations\Unity\RuntimeOptimizer\Editor\PerformanceInsight\MetricAPI.py", line 1118, in main File "pandas\core\indexing.py", line 1191, in __getitem__ File "pandas\core\indexing.py", line 1752, in _getitem_axis File "pandas\core\indexing.py", line 1685, in _validate_integer IndexError: single positional indexer is out-of-bounds UnityEngine.Debug:LogError (object) Meta.XR.RuntimeOptimizer.Core.Util:DebugLogError (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@0.1.0/Core/LogUtils.cs:19) Meta.XR.RuntimeOptimizer.Editor.PerformanceInsight.MetricAPI:GetCaptureMetric (string,string) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@0.1.0/Editor/PerformanceInsight/MetricAPI.cs:68) Meta.XR.RuntimeOptimizer.Editor.PerformanceInsight.CaptureTool:ProcessCaptureToJsonObjFunc (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@0.1.0/Editor/PerformanceInsight/CaptureTool.cs:787) System.Threading._ThreadPoolWaitCallback:PerformWaitCallback () The captured frame appears in the Quest Runtime Optimizer editor windows but when I click on it, I get a second error: Failed to generate perfetto Analysis for 68946B12 UnityEngine.Debug:LogError (object) Meta.XR.RuntimeOptimizer.Core.Util:DebugLogError (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@0.1.0/Core/LogUtils.cs:19) Meta.XR.RuntimeOptimizer.Editor.RuntimeOptimizerWindow:OnGUI () (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@0.1.0/Editor/RuntimeOptimizer.cs:2205) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Any help would be appreciated.sylvain_chague20 days agoHonored Guest94Views1like3CommentsUnity does not see 3S
Hello all, I recently purchased a Quest 3S and Unity does not see it. It is in developer mode, I am using a USB 3 cable (passes the cable test) and the Meta Quest Link sees the unit. I'm at at total loss here. I have uninstalled all Unity versions and the Unity hub and re-installed, same with Meta Quest Link. The strange part is that Unity will see my old Oculus Quest 2 fine. I hope I'm just missing something simple. Any help is greatly appreciated.MMHarvey2 months agoHonored Guest65Views0likes1CommentVoice SDK Activate() crash in Android build on Meta Quest 3
Hey, Using Unity 2023.2.2. Whenever i call Activate() on the VoiceService (VoiceActivationButton) the app crashes with the following error: Any suggestions? 2023/12/08 18:22:15.037 26663 26687 Info Unity [INFO] [VSDK <WaitForMics>d__71] Found 1 Mics 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.VLog:Log(VLogLevel, String, Object) 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Lib.Mic:RefreshMicDevices() 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Lib.<WaitForMics>d__71:MoveNext() 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Lib.Mic:SafeStartMicrophone() 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.GameObject:Internal_AddComponentWithType(Type) 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.GameObject:AddComponent() 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Data.AudioBuffer:get_MicInput() 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Data.AudioBuffer:OnEnable() 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.GameObject:Internal_AddComponentWithType(Type) 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.GameObject:AddComponent() 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Data.AudioBuffer:get_Instance() 2023/12/08 18:22:15.037 26663 26687 Info Unity Oculus.Voice.AppVoiceExperience:GetActivateAudioError() 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.VoiceService:CanActivateAudio() 2023/12/08 18:22:15.037 26663 26687 Info Unity Oculus.Voice.AppVoiceExperience:CanActivateAudio() 2023/12/08 18:22:15.037 26663 26687 Info Unity Oculus.Voice.AppVoiceExperience:Activate(WitRequestOptions, VoiceServiceRequestEvents) 2023/12/08 18:22:15.037 26663 26687 Info Unity Taikonauten.Conduit.UX.VoiceActivationButton:Activate() 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.Events.UnityEvent:Invoke() 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.Ev 2023/12/08 18:22:15.038 26663 26725 Info AAudio AAudioStreamBuilder_openStream() called ---------------------------------------- 2023/12/08 18:22:15.038 26663 26725 Info AudioStreamBuilder rate = 16000, channels = 1, channelMask = 0x80000001, format = 5, sharing = SH, dir = INPUT 2023/12/08 18:22:15.038 26663 26725 Info AudioStreamBuilder device = 0, sessionId = -1, perfMode = 10, callback: ON with frames = 0 2023/12/08 18:22:15.038 26663 26725 Info AudioStreamBuilder usage = 0, contentType = 0, inputPreset = 0, allowedCapturePolicy = 0 2023/12/08 18:22:15.038 26663 26725 Info AudioStreamBuilder privacy sensitive = false 2023/12/08 18:22:15.038 26663 26725 Info AudioStreamBuilder opPackageName = (null) 2023/12/08 18:22:15.038 26663 26725 Info AudioStreamBuilder attributionTag = (null) 2023/12/08 18:22:15.038 26663 26725 Debug AudioStreamBuilder build() MMAP not used because AAUDIO_PERFORMANCE_MODE_LOW_LATENCY not requested. 2023/12/08 18:22:15.038 26663 26725 Debug mplate.urpblan PlayerBase::PlayerBase() 2023/12/08 18:22:15.039 26663 26687 Info Unity [INFO] [VSDK <WaitForMics>d__71] Reserved mic Android audio input 2023/12/08 18:22:15.039 26663 26687 Info Unity UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 2023/12/08 18:22:15.039 26663 26687 Info Unity Meta.WitAi.VLog:Log(VLogLevel, String, Object) 2023/12/08 18:22:15.039 26663 26687 Info Unity Meta.WitAi.Lib.Mic:StartMicrophone() 2023/12/08 18:22:15.039 26663 26687 Info Unity Meta.WitAi.Lib.<WaitForMics>d__71:MoveNext() 2023/12/08 18:22:15.039 26663 26687 Info Unity UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2023/12/08 18:22:15.039 26663 26687 Info Unity Meta.WitAi.Lib.Mic:SafeStartMicrophone() 2023/12/08 18:22:15.039 26663 26687 Info Unity UnityEngine.GameObject:Internal_AddComponentWithType(Type) 2023/12/08 18:22:15.039 26663 26687 Info Unity UnityEngine.GameObject:AddComponent() 2023/12/08 18:22:15.039 26663 26687 Info Unity Meta.WitAi.Data.AudioBuffer:get_MicInput() 2023/12/08 18:22:15.039 26663 26687 Info Unity Meta.WitAi.Data.AudioBuffer:OnEnable() 2023/12/08 18:22:15.039 26663 26687 Info Unity UnityEngine.GameObject:Internal_AddComponentWithType(Type) 2023/12/08 18:22:15.039 26663 26687 Info Unity UnityEngine.GameObject:AddComponent() 2023/12/08 18:22:15.039 26663 26687 Info Unity Meta.WitAi.Data.AudioBuffer:get_Instance() 2023/12/08 18:22:15.039 26663 26687 Info Unity Oculus.Voice.AppVoiceExperience:GetActivateAudioError() 2023/12/08 18:22:15.039 26663 26687 Info Unity Meta.WitAi.VoiceService:CanActivateAudio() 2023/12/08 18:22:15.039 26663 26687 Info Unity Oculus.Voice.AppVoiceExperience:CanActivateAudio() 2023/12/08 18:22:15.039 26663 26687 Info Unity Oculus.Voice.AppVoiceExperience:Activate(WitRequestOptions, VoiceServiceRequestEvents) 2023/12/08 18:22:15.039 26663 26687 Info Unity Taikonauten.Conduit.UX.VoiceActivationButton:Activate() 2023/12/08 18:22:15.039 26663 26687 Info Unity UnityEngine.Events.UnityEvent:Invok 2023/12/08 18:22:15.040 26663 26687 Info Unity [LOG] [VSDK VoiceActivationButton] Voice is not initialized. Attempting to initialize before activating. 2023/12/08 18:22:15.040 26663 26687 Info Unity UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 2023/12/08 18:22:15.040 26663 26687 Info Unity Meta.WitAi.VLog:Log(VLogLevel, String, Object) 2023/12/08 18:22:15.040 26663 26687 Info Unity Oculus.Voice.AppVoiceExperience:Activate(WitRequestOptions, VoiceServiceRequestEvents) 2023/12/08 18:22:15.040 26663 26687 Info Unity Taikonauten.Conduit.UX.VoiceActivationButton:Activate() 2023/12/08 18:22:15.040 26663 26687 Info Unity UnityEngine.Events.UnityEvent:Invoke() 2023/12/08 18:22:15.040 26663 26687 Info Unity UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) 2023/12/08 18:22:15.040 26663 26687 Info Unity UnityEngine.XR.Interaction.Toolkit.UI.UIInputModule:ProcessPointerButton(ButtonDeltaState, PointerEventData) 2023/12/08 18:22:15.040 26663 26687 Info Unity UnityEngine.XR.Interaction.Toolkit.UI.UIInputModule:ProcessTrackedDevice(TrackedDeviceModel&, Boolean) 2023/12/08 18:22:15.040 26663 26687 Info Unity UnityEngine.XR.Interaction.Toolkit.UI.XRUIInputModule:DoProcess() 2023/12/08 18:22:15.040 26663 26687 Info Unity 2023/12/08 18:22:15.040 26663 26687 Debug Unity > FindClass(com/unity3d/player/UnityPlayer) 2023/12/08 18:22:15.041 26663 26687 Fatal mplate.urpblan java_vm_ext.cc:579] JNI DETECTED ERROR IN APPLICATION: JNI FindClass called with pending exception java.lang.ClassNotFoundException: Didn't find class "com.unity3d.player.ReflectionHelper" on path: DexPathList[[directory "."],nativeLibraryDirectories=[/system/lib64, /system_ext/lib64, /system/lib64, /system_ext/lib64]] 2023/12/08 18:22:15.041 26663 26687 Fatal mplate.urpblan java_vm_ext.cc:579] at java.lang.Class dalvik.system.BaseDexClassLoader.findClass(java.lang.String) (BaseDexClassLoader.java:218) 2023/12/08 18:22:15.041 26663 26687 Fatal mplate.urpblan java_vm_ext.cc:579] at java.lang.Class java.lang.ClassLoader.loadClass(java.lang.String, boolean) (ClassLoader.java:379) 2023/12/08 18:22:15.041 26663 26687 Fatal mplate.urpblan java_vm_ext.cc:579] at java.lang.Class java.lang.ClassLoader.loadClass(java.lang.String) (ClassLoader.java:312) 2023/12/08 18:22:15.041 26663 26687 Fatal mplate.urpblan java_vm_ext.cc:579] 2023/12/08 18:22:15.041 26663 26687 Fatal mplate.urpblan java_vm_ext.cc:579] in call to FindClass 2023/12/08 18:22:15.055 26663 26725 Debug AAudioStream setState(s#2) from 0 to 2 2023/12/08 18:22:15.055 26663 26725 Info AAudio AAudioStreamBuilder_openStream() returns 0 = AAUDIO_OK for s#2 ---------------- 2023/12/08 18:22:15.055 26663 26725 Debug AAudio AAudioStream_requestStart(s#2) called -------------- 2023/12/08 18:22:15.055 26663 26725 Debug AAudioStream setState(s#2) from 2 to 3 2023/12/08 18:22:15.065 26663 26725 Debug AAudio AAudioStream_requestStart(s#2) returned 0 --------- 2023/12/08 18:22:15.065 26663 26680 Debug AudioStreamLegacy onAudioDeviceUpdate(deviceId = 14) 2023/12/08 18:22:15.066 26663 26680 Debug AudioStreamLegacy onAudioDeviceUpdate(deviceId = 14) 2023/12/08 18:22:15.070 26663 26779 Info VrApi FPS=72/72,Prd=52ms,Tear=0,Early=31,Stale=0,Stale2/5/10/max=0/0/0/0,VSnc=0,Lat=-1,Fov=0,CPU4/GPU=2/2,2361/456MHz,OC=3F,TA=0/0/0,SP=N/N/N,Mem=2736MHz,Free=3259MB,PLS=0,Temp=30.0C/0.0C,TW=1.30ms,App=8.08ms,GD=0.00ms,CPU&GPU=12.32ms,LCnt=2(DR72,LM2),GPU%=0.59,CPU%=0.42(W0.57),DSF=1.00,CFL=14.95/20.55,ICFLp95=18.89,LD=0,SF=1.27,LP=0,DVFS=0 2023/12/08 18:22:15.089 26663 26687 Fatal mplate.urpblan runtime.cc:669] Runtime aborting... 2023/12/08 18:22:15.089 26663 26687 Fatal mplate.urpblan runtime.cc:669] Dumping all threads without mutator lock held 2023/12/08 18:22:15.089 26663 26687 Fatal mplate.urpblan runtime.cc:669] All threads: 2023/12/08 18:22:15.089 26663 26687 Fatal mplate.urpblan runtime.cc:669] DALVIK THREADS (26): 2023/12/08 18:22:15.089 26663 26687 Fatal mplate.urpblan runtime.cc:669] "Thread-2" prio=5 tid=20 Runnable 2023/12/08 18:22:15.089 26663 26687 Fatal mplate.urpblan runtime.cc:669] | group="" sCount=0 ucsCount=0 flags=0 obj=0x13200678 self=0xb40000731a72ac00 2023/12/08 18:22:15.089 26663 26687 Fatal mplate.urpblan runtime.cc:669] | sysTid=26687 nice=0 cgrp=top-app sched=0/0 handle=0x72b1c27970 2023/12/08 18:22:15.089 26663 26687 Fatal mplate.urpblan runtime.cc:669] | state=R schedstat=( 3734763302 199781158 6665 ) utm=309 stm=63 core=4 HZ=100 2023/12/08 18:22:15.089 26663 26687 Fatal mplate.urpblan runtime.cc:669] | stack=0x72b1b30000-0x72b1b32000 stackSize=990KB 2023/12/08 18:22:15.089 26663 26687 Fatal mplate.urpblan runtime.cc:669] | held mutexes= "abort lock" "mutator lock"(shared held) and so on. can't post everything due to char limit. Thankstaiko.engineer2 months agoHonored Guest971Views0likes1CommentMeta XR Simulator Synthetic Environment Server rooms are missing
Hi im pretty new to Unity development with the Meta XR SDK. Im on Unity 6.2 and using Meta All-in-One SDK version 78. I've been trying to figure out how to launch a Synthetic Environment Server on the Meta XR Simulator and everytime I try to enter play mode using the Simulator and launch a room from the list of rooms, Unity fails to find the .exe file in the directory path above. And sometimes the editor would just crash when I press play. I tried removing and reinstalling the packages but it just won't work. Any solutions or am I missing something? ThanksKiinan2 months agoHonored Guest96Views1like2Comments257 Photon fusion compiler errors though i use Photon Pun 2
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)VR.Anton21212 months agoHonored Guest17Views0likes0CommentsQuest Pro EyeTracker sampling at higher rate.
Hi, is there a way to use the eyetracker at maximum sample rate? Our application is running around 30 fps but we want use maximum eye tracker frequency for our research analytics, is there a way to do it? Currently we use OVRPlugin.GetEyeGazesState() but that only gives us last value for the frame. We would like to get list of values sampled since last frame, or sample it separate thread at desired frequency. Any help is appreciated.FrantisekHolubec2 months agoHonored Guest20Views0likes0CommentsSo are there really no portable plug and play 6e routers?
I'm really trying to avoid traveling with a giant router. I know many recommended the Kevin minions router but that thing is not in a easily packable shape. From my research there is basically no portable 6e router that allows me to just plug it in, go to web interface, and setup from there. I don't want to install any android apps or give any personal info. I'd basically never connect it to the internet. Maybe once for any software update. If there are no portable ones what's a recommended one that almost easy from travel?wukantu12 months agoHonored Guest13Views1like0CommentsMeta Quest Pro coordinate system conflict with external motion capture - origin reset issue
Problem Summary We're developing VR applications that integrate Meta Quest Pro with external motion capture systems(Nokov). The Quest Pro's automatic origin reset mechanism is causing severe coordinate system misalignment, making it impossible to maintain stable synchronization between headset tracking and external mocap data. Technical Details Core Issue Automatic Origin Reset: Quest Pro automatically resets its tracking origin to the current virtual node position during runtime Coordinate System Conflict: This conflicts with our external motion capture system's fixed coordinate system Cannot Disable: The automatic correction mechanism appears to be hardcoded and cannot be disabled Current Behavior We successfully calibrate and align Quest Pro tracking with external mocap Quest Pro automatically resets origin after some time/movement All previous positioning/calibration becomes invalid Hand tracking and head tracking become desynchronized Code/SDK Observations Positioning logic is encapsulated in Meta's DLL Hand tracking code is also sealed in the SDK No apparent API to control coordinate system behavior Impact Professional Applications: Unsuitable for commercial VR experiences requiring precision User Experience: Significant hand-eye coordination problems Development Workflow: Requires complex manual recalibration for each session Questions for the Community Has anyone encountered similar coordinate system conflicts when integrating Quest Pro with external tracking systems? Are there any undocumented APIs or workarounds to: Disable automatic origin reset Override hand tracking coordinate system Access lower-level tracking data Alternative Solutions: What approaches have worked for professional mocap integration? What We've Tried Researching SDK documentation (limited info on coordinate system control) Attempting to override both head and hand tracking with external data Various calibration approaches Looking For Official guidance from Meta developers Community solutions or workarounds API recommendations for professional mocap integration Similar experiences and how others solved this This appears to be a fundamental limitation for professional VR development. Any insights, experiences, or official responses would be greatly appreciated! Has anyone successfully integrated Quest Pro with external motion capture systems? What approach worked for you? Thanks for any help! 🙏zhou.1322 months agoHonored Guest18Views0likes0CommentsColocation and Shared Spatial Anchors result in wrong frame of reference
Hello everyone! I'm developing a networked experience using Unity 6 with Netcode for Gameobjects and the MetaXR SDK. I am trying to get Shared Spatial Anchors working using Colocation so that the players can see the same frame of reference in Mixed Reality. I managed to get Colocation and Shared Spatial Anchor sharing to work but when I try to align my player rig using the Shared Spatial Anchor from the host there is a misalignment in the scene. No obvious errors or warning are being thrown,I am using the code in the documentation as well as a video tutorial from "XR Dev Rob - Colocation with Meta’s Shared Spatial Anchors & the new Colocation Discovery API" as my main point of reference for my own code. Below is my alignment code if (await unboundAnchor.LocalizeAsync()) { Debug.Log($"Anchor localized successfully, UUID: {unboundAnchor.Uuid}"); var anchorGameObject = GameObject.Instantiate(_anchorPrefab); var spatialAnchor = anchorGameObject.GetOrAddComponent<OVRSpatialAnchor>(); anchorGameObject.name = $"Anchor_{unboundAnchor.Uuid}"; unboundAnchor.BindTo(spatialAnchor); _alignmentManager.AlignUserToAnchor(spatialAnchor); return; } With AlignUserToAnchor(OVRAnchor anchor public void AlignUserToAnchor(OVRSpatialAnchor anchor) { if (anchor == null || anchor.Localized == false) { Debug.LogError("Anchor is not localized yet."); return; } StartCoroutine(AlignmentCoroutine(anchor)); } private IEnumerator AlignmentCoroutine(OVRSpatialAnchor anchor) { var anchorTransform = anchor.transform; for (int alignmentCount = 2; alignmentCount > 0; alignmentCount--) { _cameraRigTransform.position = Vector3.zero; _cameraRigTransform.eulerAngles = Vector3.zero; yield return null; Vector3 offset = anchorTransform.InverseTransformPoint(Vector3.zero); Quaternion inverseYaw = Quaternion.Euler(0f, -anchorTransform.eulerAngles.y, 0f); _cameraRigTransform.position = offset; _cameraRigTransform.rotation = inverseYaw; Debug.Log($"Aligned camera rig position: {_cameraRigTransform.position}, rotation {_cameraRigTransform.eulerAngles}"); yield return new WaitForEndOfFrame(); } Debug.Log($"Alignment complete"); } } I am wondering if I am missing something that needs to be initialized to get the spatial data in order so that the Anchors can get localized correctly. Or if it is something else that I am missing. Thank you for your help! Kind regardsSolvedRhinoxDev2 months agoExplorer69Views0likes1Comment
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