Forum Discussion
mouse_bear
5 years agoRetired Support
OpenXR News and Feedback Thread
This thread is to highlight latest developments regarding Oculus and OpenXR! If you're running into any issues with OpenXR and/or have feedback to share, leave it as a comment in this thread!
Latest Update
7/23/21: Oculus opens full support for OpenXR, deprecating proprietary APIs!
Full Support for OpenXR means that we:
- Help developers build new applications with OpenXR via our Developer Site
- Perform QA testing of OpenXR to ensure features are working
- Address bugs when reported
- Provide developers API access to new capabilities via OpenXR
A year from now (August 31, 2022), Compatibility Support for Oculus Native Mobile and PC APIs will end and they will be Unsupported. Existing applications will continue to function on Oculus devices, but our level of support will change.
Read the full details in the following blog: https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/
Past Updates
7/23/20: As of v19, we are officially supporting OpenXR 1.0 implementation. Developers can now submit their OpenXR apps to the Oculus Store. For mobile, please use the OpenXR loader that shipped with v19 or higher. You can find the latest PC SDK version here and the latest version of the OpenXR SDK here.
Known Issues (will be fixed in future release):
- Grip pose is misaligned.
- Action spaces continue to track even when isActive ==
false, which is conformant but misaligned with other runtimes. This will
cause issues if relying on on tracking state vs. isActive for
rendering hands.
- Parent interaction profile bindings are missing for
non-natively supported profiles (everything besides the Simple, Touch, and
XBox controller profiles).
If you have any questions regarding this release, please post them as a reply to this thread!
22 Replies
- MauriceFHonored GuestAwesome news!So an OpenXR developed app for the Oculus Quest will also work on the Oculus Rift without changes?
Or am I wrong and it will only work on Android supported VR Headsets (which there are currently none which support also OpenXR?)?My current goal is to study the potential of OpenXR and to check the functionalities by building a prototype app which should work on at least two different devices to confirm the technology`s capabilities/functionality.I'm looking forward to hearing from you, thank you! - Phildo3ProtegeSee this post: https://forums.oculusvr.com/developer/discussion/95506/unable-to-get-grip-button-input-on-quest-1-getting-path-unsupported-for-spec-allowed-binding#latest
Is this in any way related to the "Known Issues"? If not, how can I make sure the oculus team is aware? - koochyratExplorer
Hi, I am finding that the grip pose position returned from OpenXR is at the tip of the controller instead of the palm like the specs say. Is this the 'grip pose is misaligned' known issue? When will it be fixed? I already updated to all the latest runtimes (Oculus CV1). This is a big barrier to cross platform code as Index and Vive return the correct position.
- johnkearneyMeta Employee
koochyrat The grip pose is misaligned issue was fixed about a year ago (released in v20 or v21 afair). (FYI: This issue manifested as the aim and grip poses for Oculus PC OpenXR returning the same values - but as I say this was fixed a long time ago.)
From testing with both the PC Runtime and the Mobile Runtime, I see the grip pose is at the palm as required by the spec, and the aim pose is at the tip of the controller as allowed by the spec. Can you see the difference between the grip and aim pose? (A good visual example of this the "Grip and Aim Pose" conformance test for OpenXR runtimes: https://github.com/KhronosGroup/OpenXR-CTS/blob/devel/src/conformance/conformance_test/test_ActionPoses.cpp#L39)- koochyratExplorer
I'm testing it in Unity via the OpenXR plugin and its ControllerSample scene in editor. The grip position exactly at the aim position at the tip of the controller, there is no difference. I reinstalled the latest runtime v28.0.0.222.469 and both Rift CV1 and Quest 2 via Link gives the same result. I also checked the OpenXR runtime is set to Oculus. This is what I am getting in the scene: https://imgur.com/a/j3hkFMY
Here are the steps to reproduce:
1) Create empty project in Unity 2020.3.4 and import the OpenXR plugin 1.0.3 in Package Manager
2) Import the OpenXR plugin's ControllerSample via Package Manager
3) Open the ControllerSample scene and press play
4) Notice the grip and aim pose axis objects are at the exact same position
5) Run the same scene using SteamVR's OpenXR runtime using Vive and Index
6) Notice the grip and aim pose objects are separate and the grip position is correctly at the palm.
- koochyratExplorer
Also I've submitted a ticket on this mouse_bear
- koochyratExplorer
Ok, I've just updated the OpenXR plugin to the just released 1.1.1 and this issue is fixed. It was a problem on Unity's side, not Oculus.
- johnkearneyMeta Employee
Thanks for the update koochyrat .
- gtk2kExplorer
Does this mean that the Oculus Integration SDK will be deprecated in Unity?
- gianfranco.damatoExplorer
What does that mean for previously released apps that don't use OpenXR? Assuming they're frozen (ie: no more updates) shall we expect them to break up and stop working by 2023 or will they keep working as intended?
It would be really awful if we had to rewrite every released app from scratch.
- johnkearneyMeta Employee
Hi gianfranco.damato - we've updated the blog post that I believe you are referencing (https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/) to explain what will happen with apps that don't use OpenXR. In short these apps will keep working as intended.
John
- gtk2kExplorer
What will happen to the library structure after the full migration of OpenXR?
If new features are introduced to Quest after a full OpenXR migration, how will those features be exposed to developers?
Will it be published via the Unity Integration SDK, OpenXR plugin, or any other way? - adam_breachvrHonored Guest
Are there any estimates on when the v31 SDK will be published, giving developers access to passthrough?
Is there any hope of including some sort of QR code scanning from passthrough functionality in the OpenXR API for Quest? It would be really handy for implementing co-located experiences. As I understrand it, there is pretty much zero chance of being able to access the passthrough texture directly due to privacy concerns.
- Anonymous
Hi.
This Passthrough API is being released as an experimental feature
https://developer.oculus.com/experimental/passthrough-api/
https://developer.oculus.com/blog/oculus-developer-release-notes-v31/
- kavanavakExpert Protege
mouse_bear
The latest Oculus Integration EU27 build is missing the "Oculus OpenXR" plugin and throws up error messages about it when you build the included VR Template.Any clarity on why, or when it will be included? I was hoping to transition to OpenXR with the 4.27 release but it seems i'll be waiting a bit longer (?)

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