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codesrc
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1 year ago

What's the plan for Unity 6000 and the Unity OculusXR Plugin?

Development for all Meta platforms in Unity 6000 is broken, because of the Unity OculusXR Plugin.
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Version 4.2.0 of the OculusXR Plugin has a minimum version of Unity 2023.2.  In Unity 6000.0.x (tested up to 9) it is non-functional.  Head tracking is broken.  Hand tracking is broken.  Exceptions are thrown all over the place.  The Unity OculusXR Plugin has not been updated since January, and it is now July, and we're on a whole different number system for the Unity Editor now.

This defect is trivially easy to reproduce.  Install Unity 6000.0.9.  Create a new project based on the Universal Render Pipeline.  Put a cube or something in conspicuous locations and delete the camera.  Install the latest Meta All-In-One SDK.  Install Unity OculusXR plugin v4.2.0.  Then go to building blocks and put a camera rig and hand tracking in the scene.  Make sure you've set up XR Plugin Management 4.4.1 and run through the wizard to make sure all project settings are correct.  Set up a Quest 2 to run with Meta Link(btw, Quest 3 link is a trainwreak to set up, can't get it to work at all.).  Now when you run, i.e. press play in the editor, the headset won't detect your hands, and the scene will be headlocked in the headset because tracking doesn't work.  No input subsystems will work either.  It's completely munged.

A version 4.3.0 of the OculusXR plugin is badly needed for all apps that have used the plugin and need to be migrated to the latest version of Unity ahead of the new LTS coming later this year.  What is your plan to get the next, and hopefully fully operational version of the Unity OculusXR Plugin pushed to production?  Am I missing something?  Has it been deprecated?  What do we do in Unity 6 if we want to develop for the Meta platform?

Please let me know, because this is a showstopper bug issue that I really need to work.
Thank you. -M

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