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guilmer83
2 years agoExplorer
Enabling Meta XR Feature Group in OpenXR breaks controller tracking
Using Unity 2022.3.4f1 LTS with the updated packages for OpenXR (1.8.1) and Oculus XR Plugin (4.0.0) and v54.1 of the Oculus Integration SDK, enabling the `Meta XR feature group` under XR Plug-in Management/OpenXR completely stops the controllers from tracking.
The controllers are not visible in the Analysis/XR Interaction Debugger/Input Devices and no device connection events are raised from InputDevices. Disabling the Meta XR feature group fixes the behaviour.
I have tried earlier versions of the integration SDK but anything < v53 yields a compile error with the new OpenXR and Oculus plugins. Is this a known issue?
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- RazNayrHonored Guest
Experiencing similar behaviour. Our project is to strictly be cross-platform VR and so we set up a custom XR rig with tracked pose drivers, driven using actions from Unity's new input system to keep things generic. Using OpenXR with `Meta Quest Support`, all worked fine, but controllers stopped being tracked when we added the Meta XR OpenXR Feature Group from the Meta XR Core SDK.
Side note:We needed this feature group as it exposes several hardware related benefits such as Foveation, Space Warp and the ability to increase the default refresh rate from 72Hz to 120Hz.
On further investigation it seems that the core sdk handles its input differently using the OVRInput.cs script which is used to update the OVRCameraRig. When we shifted to using input from OVRInput, all worked fine. Unfortunately this would require specific handling within our tracked pose drivers such that when building to Quest, we use a different input system, instead of the generic input actions from the new unity input system. We will keep debugging this and inform of any updates. Unfortunately I think to leverage such Quest specific features you'd have to bite the bullet for now and implement their own input system (at least until Unity's OpenXR plugin supports all Quest specific features)
Package Versions
Unity Version: 2023.2.20f1
Meta XR Core SDK: 64v
OpenXR Plugin 1.10.0v
Input System (new): 1.7.0v- cedric.tatangeloExplorer
Thanks, your feedback to use ovr inputs is very useful
- StudioMoondownerExplorer
Please, Meta Team just remove the annoying prompts that appear every time, you restart Play Mode! There is already a prompt in the Project Validation Manager.
If we decide to ignore the prompt once, we will do that for a reason.
This is not the only instance, where an "option" of the Meta XR SDK is trying to force itself active in a so aggressive way, that is hard to actually work with the SDK. Warnings are a good way to lead attention to potential problems, but please build your SDK around the choice of the developers and respect our choices.
- StudioMoondownerExplorer
UPDATE:
Whnever I start the Unity Editor the Warning appears. If I hit Cancel, the Editor crashes. Deleting the Library and Temp folder of my project did not solve anything. "Enable Meta XR Features" is bascially holding my Unity project as a hostage. The current state of the Meta Quest packages is slowing down our work in a way, that we decided to uninstall all Meta and Oculus related packages for now, as that is the only solution, that will not result in crashes and unwanted behaviour.
- keycap.gamesProtege
So we have to keep clicking on 2 prompts every time we play/stop the game? what kind of development environment is this?
- JkellyE1Honored Guest
If I remember, a quicker way is to press escape escape at the prompt to blow past them. The reason for this is actually business related and it's very stupid.
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