Forum Discussion

bulbasd.2024's avatar
bulbasd.2024
Honored Guest
10 months ago

Issue with Immersive Debug

Hi, everyone!

I am developing a VR application and wanted to try using the new Immersive Debugger to see Console logs. I followed the Meta usage guide and built the app, but the debugger didn't show up. I can see the dots on the plane where the debugger should be, and I can even interact with them (the pointer changes), so the debugger is there, it's just invisible.

The development build check is on. Unity version 2022.3.45

Has anyone faced a similar issue? Maybe you have some ideas on what could possibly resolve this?

 



12 Replies

  • Hello, thanks for reporting the issue!

    To understand more where is the problem, may I ask several questions:

    1. which rendering pipeline are you using (URP, BiRP etc.)?

    2. In the Immersive Debugger, "Rendering" settings have you enabled the Automatically Culling option?

    3. Is your project using OVRManager (or just OVRCameraRig prefab comes from Oculus SDK)?

    The panel textures are rendered in composition layer, but you shouldn't be able to see the "dots"(cursor) if the whole layer is invisible. So I'm suspecting the issue either lies in rendering pipeline or the layers used by Immersive Debugger (in the Rendering settings) are post-processing the textures in some way so they're not visible..

    • bulbasd.2024's avatar
      bulbasd.2024
      Honored Guest

      Thank you very much for your response!

      1. I am using URP
      2. I have the Automatic Culling option enabled
      3. I have OVRManager as well as the OVRCameraRig. The camera was made using the Meta Building Blocks

      • ycliu613's avatar
        ycliu613
        Meta Employee

        Thanks for getting back! It seems those settings are as expected - as for URP with Vulkan, Immersive Debugger would still work, just would appear with a darker colour.

        Here're some other things you could try:

        1. Try changing the layers: In the "Rendering" settings, maybe the layers that's been automatically chosen has been already used by your application somehow in runtime? Those two layers in the settings should ideally be some layers that's not used by the apps itself. Does changing the layers to others resolve the issue?

        2. Test in Link: Can you see the Immersive Debugger when using Meta Quest Link? If in Link it's visible then it could be issues that your application have some incompatibility with the composition layer we're using OVROverlay (https://developers.meta.com/horizon/documentation/unity/unity-ovroverlay/?locale=en_GB)

        This is the first time we've received this issue's report so would be very grateful if we could understand from you what really caused it to further improve the tool. Thanks a lot for the interest to give it a try!

  • You are lucky you are seeing something. I dont see anything at all. In the editor it is visible but MIA in the build.
    I am using the Depth API for occluding my UI and GOs (i am sure the debugger is not occluding behind my occlusion layer).