Forum Discussion
Motanum
3 years agoStart Member
VRC.Quest.Functional.9 - How to map Oculus Home Button
Hi!
I am in the process of App Review, and it just failed due to VRC.Quest.Functional.9.
- The user's forward orientation is not reset when the Oculus Home button is long-pressed.
But the Documentation at Oculus Controller Input Mapping does not have a reference to Oculus Home Button.
How do I get an event in order to execute the Forward Orientation function (Which my game already supports, just in another binding)
22 Replies
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- Ageo3DExplorer
Hi everyone here! Im desesperate for fix this issue on UE5. I have VRC.Quest.Functional.9 error on Meta Store but i can't fix it. When i do the package and play the game, i can put home buton and animation apears but don't reset orientatión and position. Im sad... Can you help me please? TY!
- stillthisnameExplorer
The problem still exists. Are there people here who have solved it? Please describe clearly how to do it. Engine 5.3.2-5.4.4 MetaXR, orientation reset doesn’t work.
- stillthisnameExplorer
So I did it with 5.4.3. Bug is fixed since 5.4, good luck everyone!
- CounterparryHonored Guest
FYI, had this issue as well and this is what I found. VRC.Quest.Functional.9 is to reset forward facing with a long press of the oculus home button. With openxr, forward facing should be reset when an event XR_TYPE_EVENT_DATA_REFERENCE_SPACE_CHANGE_PENDING is detected. Not by detecting button press on binding "/input/system/click" which is disabled. Took me a few hours to figure this out.
- winning777MHCP Member
in unreal 4.27.2 we had many issues with openxr and resetting tracking. we eventually had to use openvr to solve it...
- sporxStart Partner
You can add an actor component called 'VRNotifications' to any actor. Then you can pull that component into your graph and bind to any number of generic delegates, one of which is "VRControllerRecenteredDelegate" called by a long press of the reserved system button.
- Frog0071Honored Guest
The problem still exists in 5.2
Any solutions? - MotanumStart Member
Still no change. With Oculus OpenXR it won't work.
The official documentation in oculus says to use Oculus VR though.
https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/
https://developer.oculus.com/documentation/unreal/unreal-plugin-settings/
Am I missing another plug in?
- pro_zacMeta Employee
Any luck with this?
You definitely don't need both OculusVR and OculusXR plugins. The OculusXR plugin is the newer one, so I'd stick with that if you can.
As for visual changes, I wonder if your plugin settings differ between the two.
- MotanumStart Member
I got rid of OpenXR and Oculus OpenXR, and only left the OculusVR plug in and the long press button worked.
However the game looks al wrong now. Like the colors aren't right. And materials with Masked don't draw unless there is a mesh behind it.
And the trigger sensitivity is different too, I have to press further in before it triggers a Trigger press.
I am trying other combinations of plugin combinations.
- MotanumStart Member
Seems like Set Track Origin is not working. It is always as staged.
Code
- pro_zacMeta Employee
That would explain why it won't recenter.
What XR API do you have set in Oculus XR Plugin? Have you tried changing it?
I'd recommend "OVR Plugin OpenXR", but if that isn't working try Legacy.
If you build the engine, you could try setting a breakpoint in Engine\Source\Runtime\HeadMountedDisplay\Private\HeadMountedDisplayFunctionLibrary.cpp on around line 268 to see what is happening. You'll need to attach with AGDE in Visual Studio or Oculus Debugger in VSCode.
- MotanumStart Member
So weird, when I use OculusLink and Steam VR, I do get back set as Floor Level. But when I package for Oculus Quest Stand alone, the issue comes up.
[2022.08.12-15.31.40:907][575]LogBlueprintUserMessages: [BP_MRRPawn_C_0] GET TRACKING ORIGIN: Floor LevelI am using OpenXR and Oculus OpenXR. Log Sample:
LogPluginManager: Mounting plugin OpenXR LogPluginManager: Mounting plugin OculusOpenXR [2022.08.12-17.18.30:738][ 0]LogOculusOpenXRPlugin: Loaded Oculus OpenXR Loader [2022.08.12-17.18.30:913][ 0]LogShaderLibrary: Display: Running without a pakfile and did not find a monolithic library 'OpenXR' - attempting disk search for its chunks [2022.08.12-17.18.30:913][ 0]LogShaderLibrary: Display: .... not found [2022.08.12-17.18.30:913][ 0]LogShaderLibrary: Display: Running without a pakfile and did not find a monolithic library 'OpenXR' - attempting disk search for its chunks [2022.08.12-17.18.30:914][ 0]LogShaderLibrary: Display: .... not found [2022.08.12-17.18.35:599][ 0]LogBlueprintUserMessages: [BP_MRRPawn_C_2147482526] GET TRACKING ORIGIN: Stage
- MotanumStart Member
I use Room Scale guardian. I rarely use stationary (only when too lazy to set up room scale).
Ive tried the following to no avail.
- Disable the LIV plugin
- Disable OpenXR and OpenXR Oculus, and only use Oculus Plugin
- Disable Oculus Plugin and only use OpenXR and OpenXR Oculus plugins
- Disable a VR Correction feet function in my Pawn
I guess now is to create a new empty project and see what happens.
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