Forum Discussion
petra.oneil.37
2 years agoHonored Guest
Unity + OpenXR + OVRSpatialAnchor + Passthrough = Wobbly models
Previously we were using the Oculus XR Plugin with OVRSpatialAnchors and passthrough and all was working as intended. We needed to switch from the Oculus XR Plugin to OpenXR (for a separate package) ...
petra.oneil.37
2 years agoHonored Guest
I built a minimal project with the least amount of things needed to get this to reproduce. To reproduce it I just need to have a GameObject with the OVRManager script and Anchor Support enabled. Once I remove the OVRManager script the wobblyness goes away (and I'm assuming the functionality of the OVRSpatialAnchor's). Therefore passthrough is not the cause of the wobblyness.
- Unity 2020.3.36
- OpenXR plugin v1.5.3
- Oculus XR plugin v1.12.1
- Oculus Integration v53.1
- XR Plugin Management v4.3.3
- XR Interaction Toolkit v2.3.2 (This was to get the controllers working without MRTK, just in case it was a MRTK issue)
- Minimum Android API Level Android 10 (API level 29)
- OpenXR settings
- Render mode: Single Pass Instanced/Multi-view
- Depth Submission Mode: Depth 16 Bit
- Interaction Profiles: Oculus Touch Controller Profile
- OpenXR Feature Groups:
- MetaXR Feature
- Oculus Quest Support
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
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