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georgesears's avatar
georgesears
Honored Guest
1 year ago
Solved

Unity Build crashes when swiching from hand tracking to controllers

Hi Everyone,

Any help with this would be great.

Using Unity 2022.3.10f1 and Meta All-In-One SDK, I build my app and run it on my Quest 3.

The home scene loads with hand tracking fine. When I pick up the controllers, the game freezes and crashes.

I have the following settings applied to the OVR camera rig:

 

  • Update:

    Hi everyone.

    I think I fixed the problem, but not 100% sure if I've really fixed it...

    I updated the OVRControllerHelper.cs script, which I think was missing a line:

    line 202 onwards:

    case OVRPlugin.SystemHeadset.Meta_Quest_3:
    I added the following line here: activeControllerType = ControllerType.TouchPlus;
    And the break as well: break;
    case OVRPlugin.SystemHeadset.Meta_Link_Quest_3:
    if (profile == OVRPlugin.InteractionProfile.TouchPro)
    {
    activeControllerType = ControllerType.TouchPro;
    }
    else
    {
    activeControllerType = ControllerType.TouchPlus;
    }
    break;
    default:
    activeControllerType = ControllerType.QuestAndRiftS;
    break;

    This might explain why the error was only happening when playing on the headset, and not happening when using a link cable on the Unity Editor.

    I upgraded my project from the Oculus Integration to the Meta all-in-one SDK recently, which might have been behind the crashing...

    Anyway, if anyone has a similar problem let me know. Like I said I'm not convinved I fixed this issue, but I've tested a new build with the updated code and it hasn't crashed... yet...

    🤣

1 Reply

  • Update:

    Hi everyone.

    I think I fixed the problem, but not 100% sure if I've really fixed it...

    I updated the OVRControllerHelper.cs script, which I think was missing a line:

    line 202 onwards:

    case OVRPlugin.SystemHeadset.Meta_Quest_3:
    I added the following line here: activeControllerType = ControllerType.TouchPlus;
    And the break as well: break;
    case OVRPlugin.SystemHeadset.Meta_Link_Quest_3:
    if (profile == OVRPlugin.InteractionProfile.TouchPro)
    {
    activeControllerType = ControllerType.TouchPro;
    }
    else
    {
    activeControllerType = ControllerType.TouchPlus;
    }
    break;
    default:
    activeControllerType = ControllerType.QuestAndRiftS;
    break;

    This might explain why the error was only happening when playing on the headset, and not happening when using a link cable on the Unity Editor.

    I upgraded my project from the Oculus Integration to the Meta all-in-one SDK recently, which might have been behind the crashing...

    Anyway, if anyone has a similar problem let me know. Like I said I'm not convinved I fixed this issue, but I've tested a new build with the updated code and it hasn't crashed... yet...

    🤣