Forum Discussion
chombo2
3 years agoExplorer
"Space Setup" Issues with v57 Quest developing with Unity OpenXR AR Foundation.
Hi! I'm going to outline my issue with the new Space Setup in my AR project.
I noticed that neither the v57 Meta Quest Update blog post nor the release notes mentioned that "Room Setup" was moved from being an experimental feature to a supported one called "Space Setup." Here's Dilmer's video showing Room Setup as an Experimental feature. (This was posted July 13th, so pre v56, but I just wanted to show how it was previously marked as Experimental. v56 also has no note of moving this feature from Experimental - yet it has changed since then)
My Unity AR passthrough project uses Unity's AR Foundation's Plane Detection and the data from Space Setup to place objects on top of the generated planes. Example video of my project previously working
Upon the v57 update the Plane Detection in my project stopped working due to (I'm assuming) not receiving the Space Setup data due to some blockage of permissions or improper setup. I re-configured my Space Setup, Cleared Space Setup and then reconfigured again. Restarted my Quest Pro and Computer to no avail. I also went into settings and allowed permissions access to Spatial Data for a previous Unity OpenXR project, but there was no option for my current one: this is what I suspect is the crux of the issue.
Previously I didn't have to explicity give permission to use the data by my Unity project build. My current project isn't showing up as an option to select (so I'm a bit stuck there), and I don't see a record of this change or others with this issue, so I'm unsure how to solve it.
Thank you for reading my long winded essay haha - I would appreciate any help... Let me know if I have overlooked something: maybe another permissions setting etc.
Here is a response from a Unity Dev... The solution worked for me!
"Starting v57, Quest apps are requires to ask for a special permission
com.oculus.permission.USE_SCENE
from users to show scene data. We are working on a patch of
com.unity.xr.meta-openxr
with the fix that will resolve the plane issue."
It turns out DevTeamIncarna you were right about adding to the manifest. That's what did it for me using OpenXR, Meta Feature Group and ARFoundation
Add this line to your android manifest to fix it
<uses-permission android:name="com.oculus.permission.USE_SCENE"/>
Thanks for all your help everyone!
6 Replies
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- DevTeamIncarnaHonored Guest
Same problem here. We're working on it, we'll let you know if we can fix this problem. :')
- chombo2Explorer
Ah nice to know someone else has the same problem... thanks - please do ! At a bit of a roadblock here. I'll let you know the same.
- DevTeamIncarnaHonored Guest
We solved the problem by updating Unity Oculus OpenXR Mobile SDk to Version 56.0, and on the OVR Manager :
- Setting "Scene support" to "required"
- Checking "scene" boolean.
Colleagues also suggested that we modify the manifest by adding "com.oculus.permission.USE_SCENE".
Hope this will help you.
- chombo2Explorer
Hi - First, thanks so much for your help! - I apprecaite you taking the time to follow up. I have a few follow up questions if it's not too much a bother.
(1) How did you import the Oculus OpenXR Mobile SDK to the Unity project? I found the download link here and downloaded the zip but am unsure how to properly import it into my project. Would I drag it in, import it as package, or maybe some other option?
(2) Also I'm a bit confused on the purpose/role of the OpenXR Mobile SDK. I see online that it "includes essential resources to use the OpenXR API for native development of VR apps for Meta Quest and Quest 2." But I previously haven't explicitly downloaded this in my project to get my plane detection working. Maybe it was bundled with one of the packages I've downloaded... unsure. Do you have any clarifying insight on this confusion I have?
Wondering if it has relation to the Meta OpenXR Feature Group, which leads to my next question haha...
(3) I see you're using Oculus XR Plugin and have found some fixes through modifying the OVR Manager. I'm using the Meta OpenXR Feature group for my implementation and no Oculus XR Plugin... Are you also using the Meta OpenXR Feature Group for your implementation as well? - and if so did you have to update that at all to get your fixes?
Thanks so much - I realize you are just another developer who found a fix and not a Meta worker, so I really appreciate you taking the time to pitch in and lend your knowledge on the situation. You've been a great help already in giving me a lead to go down - thanks.
- benjaminparejaHonored Guest
Hey chombo2 we just fixed updating the Oculus Integration from Package Manager to version 56 and enabling scene support on the OVRManager.
- chombo2Explorer
Here is a response from a Unity Dev... The solution worked for me!
"Starting v57, Quest apps are requires to ask for a special permission
com.oculus.permission.USE_SCENE
from users to show scene data. We are working on a patch of
com.unity.xr.meta-openxr
with the fix that will resolve the plane issue."
It turns out DevTeamIncarna you were right about adding to the manifest. That's what did it for me using OpenXR, Meta Feature Group and ARFoundation
Add this line to your android manifest to fix it
<uses-permission android:name="com.oculus.permission.USE_SCENE"/>
Thanks for all your help everyone!
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