OpenXR Development
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Hello,I'm developing an electron application that we have bridged to meta os using android capacitor, and using a a custom capacitor plugin to access the android api directly to get a user's location. I am encountering a problem requesting the location when first launching the application after a fresh boot of a quest 3 headset that has already granted location permissions, calling requestLocationUpdates never returns a value to the locationListener. Oddly enough, if the user takes the headset off, waits a moment for the screen to go black, and put it back on then miraculously it starts working again.locationManager.requestLocationUpdates(LocationManager.NETWORK_PROVIDER, 0,0, locationListener)In the same scenario above, but calling getCurrentLocation, after 10 - 15 seconds the accept call back gets a location value of null. After which point on the second call to the api, we get a valid location.locationManager.getCurrentLocation(LocationManager.NETWOR
I am trying to connect my unity editor to my Meta Quest 2 to rapid run and test out my VR apps. However running into issues with the set up. The "set oculus as active" option on my Oculus desktop app is not enabling or responding. This seems to be a key problem. I am not sure why, here are some videos from my end: 1. Oculus Desktop App / https://youtu.be/c5zleDI-EIg 2. Unity Editor Settings / https://youtu.be/2qB6kau6bdQ
This thread is to highlight latest developments regarding Oculus and OpenXR! If you're running into any issues with OpenXR and/or have feedback to share, leave it as a comment in this thread! Latest Update 7/23/21: Oculus opens full support for OpenXR, deprecating proprietary APIs! Full Support for OpenXR means that we: Help developers build new applications with OpenXR via our Developer Site Perform QA testing of OpenXR to ensure features are working Address bugs when reported Provide developers API access to new capabilities via OpenXR A year from now (August 31, 2022), Compatibility Support for Oculus Native Mobile and PC APIs will end and they will be Unsupported. Existing applications will continue to function on Oculus devices, but our level of support will change. Read the full details in the following blog: https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/ Past Updates 7/23/20:&nb
This Question was asked some time ago and a Community Manager answered with "We are looking into it".But I wanted to ask if there is any update on the tongue tracking for Quest Pro.So far I'm rather happy with the face tracking capabilities but one thing that's definitly missing is tongue tracking.It's one of the first things people ask about when they notice someone is using facetracking with a Quest Pro.And if it would be added, this headset would basically be perfect in my eyes.Is anyone else sharing this mentality?
Can I know how I can create portable code that runs on multiple devices?
Hi all,I've recently encountered a critical issue when building my Unity project for Meta Quest (Android) and testing the apk build on Quest 2, Quest 3, and Quest Pro. The app shows a black screen on launch and does not function. The OpenXR log file indicates that the runtime is not supporting the "Meta Quest Support" feature.Here's the relevant adb log output:01-17 13:22:23.842 26100 26134 I Unity : XRGeneral Settings awakening...01-17 13:22:23.842 26100 26134 I Unity : UnityEngine.XR.Management.XRGeneralSettings:Awake()01-17 13:22:23.842 26100 26134 I Unity :01-17 13:22:23.947 26100 26134 E Unity : [XR] Error loading subsystem: Display (1) (header mismatch?)01-17 13:22:23.951 26100 26134 W Unity : [XR] XR_META_performance_metrics: Attempted to stop before session ready01-17 13:22:23.969 26100 26134 I Unity : [XR] [509452564720] [13:22:23.969][Error ] xrPollEvent: XR_ERROR_FUNCTION_UNSUPPORTED01-17 13:22:23.970 26100 26134 I Unity : [XR] [509452564720] [13:22:23.970][Info ]01-17 13:22
Hello, I am wondering if the mobile OpenXR Loader for the quest supported installing and dynamically loading 3rd-party OpenXR layers?
Hi, please see attached. Steps to replicate:- start new unity project. Choose MR template- Follow instructions to add this camera access functionality from this repo: https://github.com/trev3d/QuestDisplayAccessDemo- create custom Manifest and mainTemplate.gradle- Build app, and install with Meta Quest Developer Hub- Start App, - End result is attached photo. Does anyone know why this is happening?
Morning all,Quest Link support pointed me in this direction to make a feature request for high end workstation support.https://forums.oculusvr.com/t5/Ideas/idb-p/Ideas/Typical that my authentication is denied access to the forum so I am posting my request here.For the Customer Support bigwigs, my support ticket conversation was 07604514.I work at a university and one of our research groups has purchased a high end workstation. Spec'd high enough to chew through large 3D rendering tasks. Much to their dismay the hardware on the device seems to fail the compatibility tests. It's shown in the logs that CPU and GPU are 'FAILS'.After launch and authentication of the Quest Link app/Oculus app, we get an in panel notification saying 'device is below minimum specification'. When trying to set OpenXR runtime as active within Quest Link, the process fails with a panel notification that appears.Customer support reviewed the logs and say the hardware isn't supported. I find it baffling that a
Hi XR dev community, my name is Dustin (obviously)!I'm new to the Quest and VR but well versed in coding. I want to buy myself a Quest for Christmas but first, may I ask for some advice from the experienced community? (The app idea is pictured below)I want to make my cherished Conversation Starter app. All it does is overlay the real world (passthrough?) with a box in the upper right corner as a drop-down menu. The menu will include 5-6 items like "football scores, Blockchain prices (because Dogecoin is cool), local geocaches within a mile" etc. Then when I click or, um..., navigate somehow onto a drop-down the menu will change to a list of college football teams and their recent game scores, et cetera. Then I can navigate again back to the main menu.I ask you today, is it possible to make this app? If I buy a MetaQuest 3 or 3S, can I make the app pictured below?Do I need to buy a developer tool and what is the process of approaching this app? You can ELI5 but I know C, Python, an
https://communityforums.atmeta.com/t5/Get-Help/Issues-with-OpenGL-Vertex-Shaders-on-v71/m-p/1259298#M340899 I may have posted the original question in the wrong place. I have an engine with OpenXR implemented natively.
I keep getting the error message below when trying to run my game over link. It runs perfectly when built, but I just can't preview it within unity now for some reason (I haven't had issues previewing it in unity for weeks) this is the error message I'm gettingI clearly have the hand tracking subsystem enabled in my settingsand I also have openXR set as my plugin provider
Hello there, In the Oculus desktop application, i cannot set the oculus to run OpenXR and when clicking the button shown in the snapshot I've included nothing happens. You will find that the runtime says "none". I am trying to use my Oculus Quest 2 with Twinmotion but Twinmotion doesn't recognize that I have any VR headset connected, which I believe may be due to this OpenXR issue. I've already attempted to run the application as administrator and I tried to refresh the Oculus VR Runtime Service from services on my computer by stopping and restarting the task. My graphics card is up to date, and my device meets the requirements mentioned on the website (although the desktop application insists that it doesn't, somehow). Please advise as to how to proceed with this frustrating issue.
https://communityforums.atmeta.com/t5/Unity-Development/v71-Break-Open-XR-Implementation/td-p/1258814
Hey there, is it possible to receive OSC Data via UDP on the Quest? If yes, is there an open default UDP-Port or is there any way to open a specific Port?I'm using Unity and made a project using the plugin extOSC that works on my Laptop but it doesn't on the Quest. I think it is because the UDP Port isn't set-up properly.I know that SideQuest and ADB are both possible to be connected using wifi UDP/IP so I guess there is a way to do it.I also wrote to the developer of the plugin extOSC and he told me is not 100% sure but it could be something related to the Android Manifest and the Network Permissions.Any ideas on how to figure this out?
Hi,around march/april 2024 we were able to implement the support of both Hands & Controllers simultaneously, using the Meta OpenXR API. Our app is written in C++ and runs in PCVR (Quest Meta Link PC). We are using a Meta Quest Pro headset (3, actually, one for us, two for the client). Back then Meta VR software was either v62 or v63.I recorded this video as a proof that it did work : https://www.youtube.com/watch?v=NHGjfHEtBgsThe use case is that we need the user to manipulate a real luggage and see it in the VR. It worked indeed for a couple of months, at our client's facility, with more than half a hundred different users.Our code relies on xrResumeSimultaneousHandsAndControllersTrackingMETA / SXRE_META_DetachedControllers / ... based on the OpenXR API provided by Meta (I can profide more code if needed).Our problem :The project is now reactivated and I updated both the PC and the headset to v69.And it turns out, the simultaneous support of both hands and controllers doesn't work
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Hi there,I don't have much experience with OpenXR. I was wondering just briefly, is it possible to use passthrough via the OpenXR extension (XR_FB_passthrough) when using a Quest 2 Air-Linked to a PC. So the app will be built and running on the PC, the client HMD is the Quest 2. My issue is as the app won't be running natively on the Quest 2, can it still access the necessary camera via AirLink ? Or is it only possible to use this when developing for directly for Mobile/Android apps running on the Quest 2 directly ? Thank you.
Hi,I am currently on a stage of publishing Oculus VR app and I am encountering an issue with the headset’s orientation reset functionality. This issue is critical for meeting the VRC.Quest.Functional.9 requirement.When using the new VR template in Unreal Engine 5.3.2-5.4.4, pressing and holding the Oculus button only brings up the system screen with “Reset View” and “Exit,” but it does not reset the orientation as expected. The orientation reset functionality is crucial for ensuring users can reorient themselves in VR, especially to meet the certification requirements for VRC.Quest.Functional.9.Steps Taken:I tried different Unreal Engine versions 5.3.2-5.4.4 with different XR API options inside MetaXR plugin settings:-OculusOVRPlugin + OpenXR backend-Epic Native OpenXR with Oculus vendor extensionsI attempted to bind the “Reset Orientation and Position” functionality within Unreal Engine’s Enhanced Input system, but I cannot find the Oculus button listed in the input mapping options.I
I have my first VR headset (Pimax 5k Super) coming and would like to understand how the above all fit togather (confused by YT vids tbh) I only use X-Plane native and have no interest in Gaming outside of XPlane, so I think I don't need Steam (or is it a preq. for OpenXR?) And what is with OpenVR toolkit and Pimax's own configurator?
Our application creates a XR cubemap layer and applies textures to it.The cubemap layer is the usual type XR_TYPE_COMPOSITION_LAYER_CUBE_KHR.The 6 textures are loaded from KTX files and use the GL_COMPRESSED_SRGB8_ETC2 format.Starting with v69, this method for creating the environment around the user stopped working and our UI elements just float inside a black empty space.This functionality broke also on our *published* version of the application, so it was probably not caused by a bug on our end. Everything worked fine on v68 and it broke on v69,We have been investigating this issue for several days and it seems that the problem is specifically triggered by the combination of compressed textures and a cubemap layer.Some additional observations:Textures with format GL_COMPRESSED_SRGB8_ETC2 or GL_COMPRESSED_RGB8_ETC2 do not work.Using PNG files for the cubemap does work (GL_RGBA8).Disabling layers also works.Loading other textures with the same formats works (we do it for the controlle
Hi,Since the Browser Update from 24.May 2024, the. .mp4 video textures are flcikering live fractals, mostly white.Before the update was everything fine.i have a Meta Quest 3I restarted the VR Glasses and also deleted Browser Cache.
I'm one of the Godot XR developers, and for licensing reasons we have to consume the OpenXR headers from the official Khronos release (https://github.com/KhronosGroup/OpenXR-SDK - Apache-2.0 Licensed).I believe XR_META_body_tracking_full_body is the only Meta extension that hasn't been published through the official Khronos headers. Is there any plan or schedule for publishing this one?
Hello everyone, I recently created a demo of Quest 3 local space anchor using Meta XR SDK. Everything was normal when creating the space, but after turning Quest 3 off the screen for 20 minutes, when I opened the demo again, I found that there was a significant offset in the space. I tried restarting the device but it didn't work.What is this problem? Have any developers encountered it before.
Hello,I've recently encountered an issue that's essentially breaking VR for me because I can't launch or play any game at the moment. It started when I switched my Oculus Runtime to Steam's Runtime to primarily play SteamVR games. Since then, my runtimes have been somewhat broken. When I launch a game, it only opens on the PC and not inside the headset; I'm basically stuck on the "next up" screen. It definitely has something to do with the runtimes because, for example, Bonelab says:"OpenXR loader failed to initialize. Please verify your VR Headset is connected with the correct XR Runtime."Since then, I also can't launch ITR anymore or Onward on the Oculus app. What I've already tried:Reinstalling both SteamVR and the Oculus App.Performing an offline uninstallation of the Oculus app.Reinstalling all the games I tried to play.Adjusting the runtime settings (switching to Steam and back to Oculus).I'm also 99% sure it's an issue with the Meta Link App.Thanks in advance!
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