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t.u.659372's avatar
t.u.659372
Explorer
9 months ago

Meta XR Simulator does not respond to the physical controllers movements nor button presses

Hello, I'm running XR Simulator in Unity on my M1 Mac and trying to use the physical controllers as input. I followed the steps described in this page (https://developers.meta.com/horizon/documentation/unity/xrsim-getting-started). However, the controllers in the simulator do not move nor the buttons do not respond even after I "Connect Physical Quest Controllers". But moving in the simulator using the thumbtacks on the physical controller only worked when I ticked the checkbox next to "Move By Thumbtacks".

What's concerning is that the following warning starts to appear in the Unity editor console right after I clicked "Connect Physical Quest Controllers", which is likely causing this issue but I don't know how to solve it.

[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrSyncActions(session, &newSyncInfo), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:18313 (arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.h:342)
UnityEngine.Debug:LogWarning (object)
OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at ./Library/PackageCache/com.meta.xr.sdk.core@f03b72423aa0/Scripts/OVRManager.cs:2156)

I'm using M1 Mac (OS: Sequoia 15.3.2), Unity 6 (6000.0.40f1), Meta XR Core SDK 74.0.1, Meta XR Simulator 74.0.0, and OpenXR Plugin 1.14.2. Here are the screenshots from the simulator and MQDH.

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  • I’m also receiving the XR_ERROR_HANDLE_INVALID, but with other error message. I’m using Unity 2022.3 and the Meta XR Simulator 74.0.0 and OpenXR Plugin 1.14.2. I tested with OpenXR and in another build I tested with Oculus plugin and in both versions crashes.

    Also, I ran the apk server before using “Connect physical quest controllers” and add this:

    • If you encounter any issues around input, try adding the following line in %APPDATA%/MetaXR\MetaXrSimulator/persistent_data.json: “use_legacy_input”: true

    but no luck. However, the version 72 of the simulator works.

    • t.u.659372's avatar
      t.u.659372
      Explorer

      Thank you jesus_vbw . Adding "use_legay_input" : true to `persistent_data.json` is a solution for Windows, right? I use Mac so I could not find the json file. But this gave me a hint. I tried the following setting, and it worked in a sense that the simulator now responds to the physical controllers movement.

      Project Settings > Player > Other Settings > Active Input Handling = Input Manger (Old)

      I was using `Input System Package (New)` before.

      But this introduced another issue, that the controllers do not follow the movement of the headset. The controllers just stay at the start point.

      I also tried the following combination, and it kinda worked, except for that the both controllers in the simulator are right controllers. I may need to tweak some settings but have not figured out yet what they are...

      • Unity 2023.2.20f1
      • Meta XR Core SDK 72.0.0
      • Meta XR Simulator 72.0.0
      • OpenXR Plugin 1.13.0