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33 Replies
- Jpellegrino89Honored Guest
800B market cap but can't get staff to respond to a message.
- matrixbrainsHonored Guest
seriously!
- AliveStudiosHonored Guest
Would love to have those tools on Mac ( M Series)! Hope to get an update soon
- FasaiphHonored Guest
I'm having this problem too:
- After clicking "Meta XR Simulator > Activate", The simulator itself does not show up when I click play. I just get the Unity Gameplay mode.
- When I try to Launch a synthetic environment server, I get these errors:
ApplicationName='netstat.exe', CommandLine='-a -n -o', CurrentDirectory='', Native error= Cannot find the specified file UnityEngine.Debug:LogError (object) ProcessPort:GetProcessesByPort (string) (at ./Library/PackageCache/com.meta.xr.simulator@60.0.0/Editor/ProcessPort.cs:126) MetaXRSimulatorEnabler:GetProcessStatusFromPort (string) (at ./Library/PackageCache/com.meta.xr.simulator@60.0.0/Editor/MetaXRSimulatorEnabler.cs:329) MetaXRSimulatorEnabler:LaunchEnvironment (string) (at ./Library/PackageCache/com.meta.xr.simulator@60.0.0/Editor/MetaXRSimulatorEnabler.cs:236) MetaXRSimulatorEnabler:LaunchGameRoom () (at ./Library/PackageCache/com.meta.xr.simulator@60.0.0/Editor/MetaXRSimulatorEnabler.cs:258)
Win32Exception: Access denied System.Diagnostics.Process.StartWithShellExecuteEx (System.Diagnostics.ProcessStartInfo startInfo) (at <91368e029aa94d58b00b248ac7c83368>:0) System.Diagnostics.Process.Start () (at <91368e029aa94d58b00b248ac7c83368>:0) (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start() MetaXRSimulatorEnabler.LaunchProcess (System.String binaryPath, System.String arguments, System.String logContext) (at ./Library/PackageCache/com.meta.xr.simulator@60.0.0/Editor/MetaXRSimulatorEnabler.cs:345) MetaXRSimulatorEnabler.LaunchEnvironment (System.String environmentName) (at ./Library/PackageCache/com.meta.xr.simulator@60.0.0/Editor/MetaXRSimulatorEnabler.cs:252) MetaXRSimulatorEnabler.LaunchGameRoom () (at ./Library/PackageCache/com.meta.xr.simulator@60.0.0/Editor/MetaXRSimulatorEnabler.cs:258)
Seeing a "Win32" error makes me think this does not work on Mac OS - Meta should definitely make it clear what kinds of platforms are supported with the XR simulator.Troubleshooting I've tried:
The XR Simulator Troubleshooting section recommends one thing:
You may want to check the Standalone tab of XR Plugin Management settings, and enable the same XR Provider that is enabled in the Android tab
I don't know what the "Standalone" tab is - I only have tabs Windows,Mac,Linux, Android, and Dedicated Server. I made sure that Oculus has been checked on all of them. I also went through the trouble of checking Open XR on Windows,Mac,Linux - no success.
- Anton111111Expert Protege
Meta XR Simulator currently only supports Windows at this time.
- matej001Honored Guest
Mac support was added in the latest version
- JakeMaierProtege
Has anyone gotten the Mac-supported Meta XR Simulator to work? I have been trying to get it to work for a while, but the Simulator window won't even open in the editor. I have tried changing the XR Plugin, editing the active runtime json file, and correcting the file path stored in the environment variable XR_RUNTIME_JSON. I have also followed all of the Mac installation instructions from the GitHub link that Meta recommends for Mac users. Additionally, I constantly run into an error stating that the netstat.exe file cannot be found when trying to run the simulator, but netstat.exe is a Windows-specific file. I'm having a hard time believing the simulator is intended to be this difficult to setup. I must be missing something, so if anyone has figured it out please let me know.
- matej001Honored Guest
That is surprising to hear. I will reach out in private to gather more information, I may be able to help&debug your case
- JakeMaierProtege
To everyone still looking for a solution: With the help of this kind Meta employee I have gotten Meta XR Simulator working on Mac. Here are things you MUST do:
- Install the simulator and Vulkan sdk through Homebrew and make sure to do the post-installation command
- Update OpenXR to experimental version!!!!!!! It is version 1.11.1-exp.1 (this was what finally got it working)
- Make sure OpenXR is ticked as plugin provider for PC, Mac, Linux tab in XR Plugin Management settings
Other things that I did, not sure if they were part of the solution:
- Set "Play Mode OpenXR Runtime" (in OpenXR plugin management settings) to the directory of your Homebrew installed XR Simulator -> meta_openxr_simulator.json
- Deleting Meta XR Simulator package(from the Meta XR All-In-One package) from my project entirely
Huge shoutout matej001 for helping me figure this out
- Skylander172Honored Guest
Thanks Jake. You have really solved the problem. OpenXR is not installing version 1.11.1-exp.1 on default. So I have changed it on my manifest.json to "1.11.1-exp.1". And voila everything works.
- LynoxeHonored Guest
Hi!
Were you able to use it ? Using your tips, I managed to install it. However I wrote a simple test script to respond to inputs and I couldn't make it work:using UnityEngine;
public class ControllerScript : MonoBehaviour
{
// Update is called once per frame
void Update()
{
// While user holds the right index trigger, center the cube and turn it to face user
if (OVRInput.Get(OVRInput.RawButton.RIndexTrigger))
{
Debug.Log("RINDEXTRIGGER");
}
// While thumbstick of right controller is currently pressed to the left
// rotate cube to the left
if (OVRInput.Get(OVRInput.RawButton.RThumbstickLeft))
{
Debug.Log("RThumbstickLeft");
}
// While thumbstick of right controller is currently pressed to the right
// rotate cube to the right
if (OVRInput.Get(OVRInput.RawButton.RThumbstickRight))
{
Debug.Log("RThumbstickRight");
}
// If user has just released Button A of right controller in this frame
if (OVRInput.GetUp(OVRInput.Button.One))
{
Debug.Log("ONE");
}
// While user holds the left hand trigger
if (OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger) > 0.0f)
{
Debug.Log("PrimaryHandTrigger");
}
}
}
Even though the keys appear as pressed in the Simulator windows, nothing logs in the console.- JakeMaierProtege
Hi, yes, the simulator did work for me as described. It looks like your issue is not with the simulator but instead with the OVRInput system (which, FYI, may be deprecated at this point). I have to say I am nowhere near as experienced with input systems as I am with the MRUK tools, so I won't be much help. I have found a related thread here: https://discussions.unity.com/t/i-cant-detect-ovrinput-on-my-script/783331, and my best advice would be to use ChatGPT for initial troubleshooting. If you still can't find a solution, make a standalone post with your problem and put a lot of detail into it (Packages, version numbers, hierarchy structure, etc.) to make your problem easier to diagnose. Some general things I would focus on for your issue, though, are what game object your script is on, whether you can print anything to the log (even just a simple message), and whether the input system you are using for scripting matches the input system you are using for your game objects (OVR vs ISDK vs others).
- DavidGiraldoMHonored Guest
Hi, I am using a Mac M2 and Quest 3.
Thank you for sharing. I just started reading about the installations and setup.
- I understood that the "Meta XR Plugin" from the marketplace does NOT support Mac, and that's why the Meta XR tools button does not even show up. Am I right? Is this process you shared here necessary for the initial setup alswell?
- Is this https://formulae.brew.sh/formula/vulkan-tools the Vulkan SDK you installed?
- How do I know I have OpenXR already installed? Does it come with the Meta Quest Dev Hub?
These questions might probably be obvious to you, but I would appreciate it if you could point me in the right direction.
Thanks again!
- LynoxeHonored Guest
Hi,
I followed these instructions: https://github.com/Oculus-VR/homebrew-repo/blob/main/meta-xr-simulator.md#develop-openxr-app-using-unity
However, when using the simulator, my Unity often crashed + I got the input bug above which I didn't debug that much.
I instead decided to switch to the XR Interaction Toolkit, which offers a much simpler and straightforward simulator. This choice was motivated because I'm teaching a class and the setup needs to be as simple as possible.
- CrysangHonored Guest
I have the exact same problem. I have done everything you said. But I'm still getting the error:
Failed to load openxr runtime loader.
UnityEngine.XR.Management.XRGeneralSettings:AttemptInitializeXRSDKOnLoad () (at ./Library/PackageCache/com.unity.xr.management@4.4.0/Runtime/XRGeneralSettings.cs:148)- JakeMaierProtege
If you have done everything I listed in my previous post and are still getting this error, I am not completely sure what the problem is. The code that this error points to is the AttemptInitializeXRSDKOnLoad() function in the XR Management General Settings, which could go wrong for a number of reasons, and some more information would be needed to diagnose that. I believe that the overarching error has a lot to do with the XR Loader however, so there are a couple things you can try. I'm not sure if these will work and more information is needed but these options are just to rule some things out. First, try setting the "Play Mode OpenXR Runtime" to the directory of your meta_openxr_simulator.json file. Additionally, within meta_openxr_simulator.json change the "library_path" variable to the file path of your SIMULATOR.so file from Homebrew. If those don't work, try setting up the simulator on a brand new project, following the instructions I gave previously, to see if you can reproduce the error.
- zardtomcatMember
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