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ImmersiveMatthew
1 year agoAdventurer
v71 Break Open XR Implementation?
I am getting reports that the v71 update breaks the Open XR controller input and tracking. This is with Unity 6000.0.25f1, the Meta XR All-in-One SDK 69.0.1 along with Meta Avatars SDK 31.0.0, all using OpenXR Plugin 1.13.0. Have others heard of issues with OpenXR and v71?
I normally would be using the Oculus XR Plugin, but it has a headlock bug in Editor and on the Quest and yes I tried the patch that did not work (https://communityforums.atmeta.com/t5/Unity-Development/Important-Unity-6-information/td-p/1252153).
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- eusebiumExplorer
Yes, I got this behavior too, after updating to v71 on my Meta Quest Link (App Version 71.0.0.451.524). The controller rays are not correctly detected when the controllers are pointing below the same line as the sight. I am using Unity 2023.2.20f1, OpenXR Plugin 1.10.0.
On my Meta Quest 1 (which has an older version - v50) this does not happen, so clearly it is an update issue.
- ImmersiveMatthewAdventurer
This is now Ticket #58882 with Meta Developer Support. Seems to be effect Quest 3 and Pro with v71, but not Quest 2.
- eusebiumExplorer
Hi, Any updates on the ticket? Thanks!
- marcin.dwornikowskiExplorer
Is there a possibility to see this ticket somewhere online? I can't see any dashboard for open bugs nor cannot find anything by this id.
Update: For anyone wondering, the tickets are not public (got this info from MetaQuestSupport, also notified them about other users reporting this issue - as per response, their team should be aware about the issues and working on a solution)
- MoPTomHonored Guest
Similarly having issues with OpenXR hand tracking input since updating to v71, while users on v69 have no issues.
In my case I'm using MRTK2, and grab pointer input no longer works in v71.
- marcin.dwornikowskiExplorer
I have the same issues with v71. Also reporting those issues on Quest 2 after updating to v71. Also can confirm the Quest 3S has the same problem with v71. On Quest 3 that is still on v69 the issue does not show on build, but weirdly it does show when testing on it through Quest Link. Any other headset that is on v71 also has this problem through Link, but I don't know why it also happens with my Quest 3 that is still on v69.
The problem I see is controllers being wrongly prioritised over Hand Devices, resulting in wrong input actions fallbacks and wrong/false tracking mode events. - MoPTomHonored Guest
Here's what helped for me to resolve OpenXR hand interaction issues I was seeing only since updating to v71, hopefully it helps someone else, although my issues were hand tracking related, not controller related:
I am using the Unity OpenXR plugin, and was previously using the "Hand Interaction Profile" on Android for Quest deployment. Removing this interaction profile and instead using the "Oculus Touch Controller Profile" solved the issues I was seeing.
(Project Settings -> XR Plug-in Management -> OpenXR)
Although this will work for me in new versions of the app, it's frustrating that all previous versions of the application no longer work in v71.
- ImmersiveMatthewAdventurer
This did not work for me, but it gave me a hint so I played around extensively with interactions and discovered that it was soemthing inside of XRI Examples that is causing the issue for me. What specifically I am unsure, but I let Meta know as it was very reproducible when I added it and ony on Quest 3/s/Pro, never Quest 2. So odd.
- wilcoxz.771Honored Guest
The issue is also on the quest 2. Any game I try just crashes after 2 to 4 minutes. Any updates?
- semateosHonored Guest
I have a related issue with Meta XR Core SDK 71.0.0 - if you add this package to an Open XR project - you can use Unity's VR Core template as an example - it breaks controller tracking in Unity Play Mode (Unity 2022.3.55f1) - controllers don't appear regardless of how you configure the open xr package settings or device profiles (I've tried just about everything imaginable to try to make this work). XR Input Controllers also don't show up as supported devices properly in the unity input debugger.
- eusebiumExplorer
Apparently, this happens also in v72...
Does anyone have any updates?
- PixelBrainStudioHonored Guest
Hi,
I had to switch to the Oculus plugin from the openXR plugin because had a Recentering function problem with room-scale/floor-based tracking and broke some input for shaders (the current camera index).
- Anonymous
Hey everyone! I'm getting caught up on trying to track down issues like this but there are a lot of different potential things going on just in this one thread for me to tease apart so please bear with me.
First and foremost: ImmersiveMatthew I checked on ticket #38882, and it looks like our support team closed it because you didn't respond when they reached out. This isn't the same system that our software developers use to track bugs and updates, though—that ticket number is for your individual conversation with support, not the separate ticketing system our engineers are using to track problems internally.
If anyone in this thread is still having this issue, I encourage you to reply directly to this thread with information about the specific problem you're having—how the plugin is breaking and what sort of results you're seeing when you use it.
If I have a workaround or some information that may help you, I'll be happy to share it with you here. If it's a software issue that needs to be resolved by the engineering team, we'll direct you to file a bug report using our bug reporting tool.
- eusebiumExplorer
Hello,
We still experience the issue in v72. The controller is pointing down and the ray is disappears.
I am using Unity 2023.2.20f1 because only this version can be used to deploy to Quest 1 devices (Unity 6 does not recognize it anymore, which has v50 which works perfectly fine).
XRI: 3.0.4, MRTK3
Edit: I've noticed that if I look at the hand/controller when this happens, the ray appears...
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