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codesrc
1 year agoProtege
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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- codesrcProtege
Please Help!
- codesrcProtege
If you can give us some scheduling insight about when the Unity OculusXR Plugin will be updated, and also which organization needs to do the work? Is it Meta or Unity?
- codesrcProtege
Ok, allow me to answer my own question, as reported by Meta store support: The Unity OculusXR Plugin is a component built by Unity, and NOT Meta. Additionally, partner relations at Unity has informed me that the timing for release of the new Unity OculusXR Plugin for Unity 6 is not currently predictable, because 6 is in an experimental state, and development for the Unity OculusXR plugin has been moving slower than other aspects of development. This unpredictability will remain until Unity 6 LTS gets released later this year. Bottom line - it's not Meta's fault, and is driven by Unity, so pressure should be applied there, OR, back down to Unity 2022.3 LTS, where this problem is not occurring.
- cq33Honored Guest
Hi, I have the exact same problem. I can't find any indication of when Unity 6 will get support and it will be a pain for me to now downgrade all the way to 2022.3. Does 2023 work?
I'm surprised this is supposedly more Unity's fault than Meta's. I have had a bad experience trying to develop with these Meta Quests so far. They don't make it easy at all
- justindpntExplorer
Hey, just wanted to circle back to this thread now that Unity 6 is officially out. Is there an expected date that the Oculus packages are going to work with Unity 6? Any update would be great.
- codesrcProtege
Hey Justindpnt - as of 6000.0.22f1 there's a new version of the Unity OculusXR Plugin, and the supporting software has received an update. I've been focused on other things, so I haven't tested this fully as of yet, but if you're using any version of Unity above that version, its worth taking a look and seeing if the functionality you're dependent on is there now. -Mark
- gedo831Protege
At least for me, the above issues are reproduced in Unity 6 (6000.0.23f1) with Meta XR SDK 69.0.0 and Oculus XR Plugin 4.3.0.
- codesrcProtege
Ok, you got me. I put the server-side code down and took a look. I guess by "hadn't tested this fully" I meant "hadn't tested it at all" because I just took a look at it and ***-**** it still doesn't work with Meta XR 69.0.0, OculusXR Plugin 4.3.0 and XR Plugin Management 4.5.0, you're absolutely right. That's a big wtf that they released all new kit and clearly didn't test it! This is true in both 22, and 23 which btw is supposed to be LTS. 😕
I guess by "stable" they mean "still broken?" - decipheroneStart Partner
Just a heads up for anyone else, I attempted updating to 6000.0.23f1 and spent the better part of the last day and a half trying to resolve issues. With everything finally imported correctly and cleaned up, the project just doesn't work. I am using the individual packages from meta directly from Meta NPM Server for Oculus Developers
It's the exact same issue. Headset is locked. My avatar gets offset in the scene and drops well below my terrain for no apparent reason, and the system registers no input at all. I can see key presses registering in the meta simulator, but the data isn't being passed to the game. It's the same result with example scenes from the SDK. What a waste of time.... I would wait a while before trying to migrate projects to Unity 6.
- justindpntExplorer
Thanks for the confirmation that it appears to still be a problem.
I did some digging and I believe that Unity is at least aware of this issue, and is working with Meta to fix it in the next patch of the OVR release package. https://discussions.unity.com/t/unity-6-meta-core-sdk-workaround/1538217
Although, they did specify that this was specifically an editor bug, and I experienced the consequences in play mode as well. So here is to hoping that their fix actually fixes the problem. - IseldieraProtegeHey guys, this fixed it for me:Note that you will find two dll meta's in your root folder, the one you wanna change is in the Win64OpenXR folder. Change it while the app is running, hit save, quit editor, restart editor and go into quest link and you will see both head and hand tracking works as intended. This is the best fix if you want to still use Oculus plugin rather than the OpenXR one.
- OdontMastStart Partner
I'm on 6000.0.23 and these issues seem to have been fixed! There is an issue with the Voice SDK where I'm getting "java.lang.NullPointerException: Attempt to read from field 'android.os.MessageQueue android.os.Looper.mQueue' on a null object reference" when AppDictationExperience initializes. This topic on Unity Discussions seems relevant: https://discussions.unity.com/t/voice-sdk-crash-on-activate-meta-quest-3/935246
The workaround is to use WitDictation directly, although this means you won't be able to use the on-device models.
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