Forum Discussion
3 Replies
- Gordon_NBExplorer
We're also interested in this (Unity 2021.3)
- Drumsmasher17Honored Guest
Also having this issue.
For anyone at Meta reading this, the specifics are that Unity.XR.Oculus.Utils.GetSystemHeadsetType() returns Meta_Quest_Pro (aka Placeholder_10)
Also reading the available refresh rates on the quest 3 returns 72, 80 and 90, despite the 120hz option being turned on in the headset.
This happens with both Unity.XR.Oculus.Performance.TryGetAvailableDisplayRefreshRates and OVRPlugin.systemDisplayFrequenciesAvailable
EDIT:
I'll add that I've observed this in 2021.3.24 -> 35
It's my current understanding that because these calls ultimately go to the OVRPlugin running on the quest, this is not a Unity issue. Please correct me if I'm wrong.
- Drumsmasher17Honored GuestWe are also having this issue on Unity 2021.3.24 -> 35.That said it's my understanding that the relevant info is being provided by a plugin running on the headset, and therefore isn't under control of Unity?Please correct me if I'm wrong.If anyone from Meta is reading this, here are some specifics.When running a Quest 3 build:- Unity.XR.Oculus.Utils.GetSystemHeadsetType() returns Meta_Quest_Pro (aka Placeholder_10)- Unity.XR.Oculus.Performance.TryGetAvailableDisplayRefreshRates() returns 72, 80, 90 (on a headset that has 120hz enabled)- OVRPlugin.systemDisplayFrequenciesAvailable returns 72, 72, 80, 80, 90, 90 (on a headset that has 120hz enabled)We are running:Unity 2021.3.35XR Plugin Management 4.4.0OculusXR Plugin 3.3.0Meta Unity Plugin 0.59I am not certain, but I wonder if this related to the fact Quest 3 isn't added to the manifest.There isn't the option to add it in the OculusXR plugin management screen, and I haven't spent the time to figure out how to add it manually (as well as WHAT to add).If our app wasn't selling 5% of what it does on the other two storefronts, we'd give it more time.
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