OpenXR Development
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I have been working through the docs to get the device started. This one makes problems:Mobile Build Run Hello XR App Problem one, your replacement code for the CMakeLists.txt does not work. It needs to beOpenXR::openxr_loaderinstead of justopenxr_loader.Next, I am getting a linking error when I run "make" in the last building step. At first I noticed, cmake doesn't understand the `~` expansion in file names. Then it tells me about your "libopenxr_loader.so" (the one that you provide in your custom loader download) an "error adding symbols: file in wrong format". I looked into the .so library and it is Arm64 code but make will compile for amd64 architecture. The section "Build the OpenXR SDK" is very unclear of what goals it pursues and why I need to do it. I was confused first because I thought, it is only about building the example app, not the shared library and the test programs.The BUILDING.md file you refered to, does not explain how to only compile specific test programs. I
StereoKit has been successfully using the official Khronos OpenXR Loader for around a year now, but v62 seems to break apps that use the Khronos loader. I've tried with OpenXR Loader v1.0.30 and 1.0.33, and both fail the same way. If I swap out to the OpenXR Loader included in the Oculus SDK, the same app does still work.Here's the logs I get when trying to initialize OpenXR:02-07 17:55:49.106 20464 20489 V OpenXR-Loader: Verbose [GENERAL | xrInitializeLoaderKHR | OpenXR-Loader] : Entering loader trampoline 02-07 17:55:49.106 20464 20489 D StereoKit: Runtime OpenXR Extensions: 02-07 17:55:49.106 20464 20489 D StereoKit: ___________________________________ 02-07 17:55:49.106 20464 20489 D StereoKit: | Usage | Extension 02-07 17:55:49.106 20464 20489 D StereoKit: |-----------|---------------------- 02-07 17:55:49.106 20464 20489 V OpenXR-Loader: Verbose [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : Entering loader trampoline 02-07 17:55:49.107 807 19682 I MRS
Hi,Whenever I try to create a session using xrCreateSession(), it takes about ten to fifteen seconds for the function to return. During that time it outputs the following messages:16/02 13:59:46.100 {INFO} [RuntimeIPCClient [RUNTIMEIPC]] Event buffer size (client): 8192 16/02 13:59:46.100 {INFO} [RuntimeIPCClient [RUNTIMEIPC]] TryToGetIPCResourcesFromServer: RPC_CONNECTOR_CONNECT_TO_SERVER SUCCESS: Client: WindowsPackage:WindowsProcess:8528, Server: WindowsPackage:WindowsProcess (HapticsServer) 16/02 13:59:46.100 {WARNING} [RuntimeIPCClient [RUNTIMEIPC]] GetClientStateHandle: Failed to find entry: Client: WindowsPackage:WindowsProcess:8528, Server: WindowsPackage:WindowsProcess (HapticsServer), State: __IsRemoteClientInitialized 16/02 13:59:46.202 {INFO} [RuntimeIPCClient [RUNTIMEIPC]] InitServerStateBuffer: SUCCESS. 0, Client: WindowsPackage:WindowsProcess:8528, Server: WindowsPackage:WindowsProcess (HapticsServer) 16/02 13:59:46.204 {INFO} [RuntimeIPCClient [RUNTIMEIPC]]
How am I able to do it? I have two devices that I was trying to do it but I am unable to do so with are a s21 fe with android 14 and an A5 2017 with android 10 when I go the try to connect health connect I am unable to do it in both devices, what I can do to fix it? I could try to downgrade the meta app, but would it work? I have to use another app like Health Sync? If I have to use another app like health sync or similar, how do I do that https://omegle.onl/ ?
After the v62 update, my play in editor times had jumped to 20-60 seconds. I managed to profile and found the culprit as seen in the photo: While I narrowed down the issue in Unity, this happens with my packaged application, and other unity applications. I believe anything using the openXR runtime.Things I've tried- Uninstall Meta Quest Software and clearing all app data folders. Then re-install.- Upgraded Graphics Drivers (I have a GTX 1080).- Computer Restart- Oculus Quest 2 Factory Reset
Had my quest 3 for over a month now and ive been attempting to get it to work in unity via Open XR. the issue i am having is the game simply does not launch in the headset from Playmode. I followed all tutorials on how to set it up correctly (and all of these tutorials have it working in play mode not build) When i create a brand new project with Open XR and set it up, when i press play it does indeed launch into the headset, if i hit stop and play again i get an infiite unity loading screen in the headset but the game is actually running as i can see it on my pc screen.I turned sleep mode off the headset doesnt go to sleep. I get no error message or warnings. I gave up on it and switched over to the Meta SDK, i never oince had a single problem with that, everytime i press play it lauches straight into the headset. The issue with the Meta SDK is there are next to no tutorials. So im obviously gonna have to
Please help! I have read over this page many times, and done everything I can think of:https://developer.oculus.com/documentation/unity/move-body-trackingBut when my app runs, adb always shows "iobt": false and I get IK body tracking instead. In my logcat I see:Info XR_FB_body_tracking ------------ xrCreateBodyTrackerV2FB -----------Error OVRPlugin [XRCMD][failure] [XR_ERROR_RUNTIME_FAILURE]: xrRequestBodyTrackingFidelityMETA(m_xrBodyTracker, fidelity), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:8151 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:302)Warn Unity [OVRBody] Failed to set Body Tracking fidelity to: HighWarn Unity OVRBody:StartBodyTracking()Warn Unity OVRBody:OnEnable()It appears BodyTracking is failing to initialise to 'high' fidelity (IOBT) but I don't know why? How can I debug this? Can I find out what CompositorOpenXR.cpp:8151 is doing?
Hi, I tried following the tutorial for hello_xr on the website. However, whenever I try building I get errors. I have checked multiple times to make sure I follow the instructions exactly, but it keeps happening. I have attached the error codes. CMake Error at src/api_layers/CMakeLists.txt:75 (add_library): Target "XrApiLayer_api_dump" links to target "OpenXR::headers" but the target was not found. Perhaps a find_package() call is missing for an IMPORTED target, or an ALIAS target is missing? CMake Error at src/api_layers/CMakeLists.txt:143 (add_library): Target "XrApiLayer_core_validation" links to target "OpenXR::headers" but the target was not found. Perhaps a find_package() call is missing for an IMPORTED target, or an ALIAS target is missing? CMake Error at src/tests/c_compile_test/CMakeLists.txt:19 (add_library): Target "openxr_c_compile_test" links to target "OpenXR::openxr_loader" but the target was not found. Perhaps a find_package() call is missing for an IMPORTED
Hi! I'm honestly going insane over this, I've been wanting to get a proper workflow into developing my XR game using Godot.What I'm currently doing is, Godot initializes a webserver with TLS enabled (though I don't have a certificate for it so it throws a bunch of certification errors) on port 8060 on my computer. I also bind it to the IP address of my computer (192.168.1.245).The browser loads the page as intended by putting in 192.168.1.245:8060, yay, but when I go to chrome://inspect and look at my device list, quest pro is seen in the list, however there is no prompts for debugging.I've tried using `adb kill-server` to see if its ADB conflicting with chrome but that hasn't changed anything.I'm unsure on how adb reverse works exactly but even if I call `adb reverse tcp:8060 tcp:8060` it still has no impact. I just need some help regarding this. Dev mode is enabled, I have development hub connected, still doesn't work if I don't use it. Does anyone else have the same problem wit
I am implementing OpenXR support (native, C++) and I have an issue with creating/using swapchains.Doesn't matter if the swapchain is created with GL_SRGB8_ALPHA8 or GL_RGBA8, the results are almost always washed out/brighter. The only case it works fine is with OpenGL, using GL_SRGB8_ALPHA8 and NOT enabling GL_FRAMEBUFFER_SRGB. I do not convert manually in the shader. In this particular case, the image should be darker but it works as expected. All three other cases (GL_RGBA8, disabled GL_FRAMEBUFFER_SRGB, GL_RGBA8, enabled GL_FRAMEBUFFER_SRGB (although it makes little sense), GL_SRGB8_ALPHA8 enabled GL_FRAMEBUFFER_SRGB) give washed out, brighter image. That was for OpenGL, PC. For OpenGLES, Quest, I can't get a properly working case at all. There is no way to enable/disable GL_FRAMEBUFFER_SRGB as it should work out of the box, so there are just two cases: GL_RGBA8 and GL_SRGB8_ALPHA8. Both give washed out, brighter image. Seems like the results are always treated as being in
According to the Unity XR Interaction Toolkit docs, Quest Pro doesn't implement the XR_EXT_hand_interaction OpenXR extension needed to use eye tracking with the OpenXR Plugin-in Provider. As instructed in the Meta Gaze Adapter Sample, I have to use the Oculus OpenXR plug-in provider to use eye-tracking on Quest Pro. However, my project requires using the Unity OpenXR plugin. When will Quest Pro support the XR_EXT_hand_interaction OpenXR extension?
Error fixed. I removed 'arm64-v8a', from build.gradle and I added libopenxr_loader.so to all directories containing libhello_xr.so (one of them was the culprit) So I'm trying to get hello_xr to run in Android Studio but it keeps failing and giving me this big error. I can't figure out why I'm getting the error. It shows that java.lang.UnsatisfiedLinkError: Unable to load native library "/data/app/com.khronos.openxr.hello_xr.opengles-tIYUBycymObNaVjujvzClw==/base.apk!/lib/arm64-v8a/libhello_xr.so": dlopen failed: library "libopenxr_loader.so" not found, but I can't find the directory that the error is referring to. Update: I added all the directories libopenxr_loader.so to all the directories that contain libhello_xr.so. Now I'm getting this error: I/llo_xr.opengle: Late-enabling -Xcheck:jniE/llo_xr.opengle: Unknown bits set in runtime_flags: 0x8000W/System: ClassLoader referenced unknown path:W/NativeActivity: N
Code base for Quest 2 + OpenXR + Vulkan works fine however testing/development on Quest 3 seems like this combination is not yet supported. Some online searching suggests this is indeed the case. Can anyone confirm/deny this and more importantly give a forecast as to if/when Vulkan will be supported?
Are there any plans to add support for Linux? At the moment, SteamVR has Full Support for Linux, but Oculus does not.
I use Quest 3, In Unity XR plugin management I used OpenXR and the app just shows blackscreen and loads forever, when I use Oculus everything works fine.
Hello!I'm a developer working in QA for an application built in Unreal Engine. I have helped implement an E2E tool that relies on the autodriver file that records user inputs. We just upgraded from OculusVR in UE4 to MetaXR in UE5. The documentation on Meta states that autodriver is not supported on OpenXR currently. We noticed that the autodriver file is not generated as it did in OculusVR so we assume it's not supported on MetaXR either. Is there a workaround to get this to work or when is it expected to be supported?
Hello, I'm interested in whether it's possible to capture real-time external camera footage using Meta Quest 3 in combination with OpenXR and AR Foundation 6.0.According to the documentation located here: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@6.0/manual/index.html#top, it mentions that Camera Feature is supported in Meta Quest (OpenXR).In light of this, I attempted to run the CpuImages Scene from the AR Foundation Samples, but I encountered difficulties in obtaining camera information or video feeds. Has anyone in the community successfully managed to retrieve camera feed from Meta Quest 3 using the AR Foundation Camera Feature?For reference, here are the specifics of my testing environment:Unity Version: 2023.2.0b12AR Foundation Samples Version: 6.0.0-pre.4 releasehttps://github.com/Unity-Technologies/arfoundation-samplesTest Scene: Scenes/Camera/CpuImages
We are working on a Unity MR application for the Quest 3 using the new OpenXR Meta Feature Group (Unity OpenXR: Meta | Unity OpenXR Meta | 1.0.0 (unity3d.com)), we hereby use the XR Interaction Toolkit to create an app using hand-tracking and passthrough. We made android builds, and those work fine. We are however running into 2 major issues1. When using Android as the build platform, Oculus Link is not activated so we cannot test from editor2. When using Windows as the build platform, Oculus Link works, but the eyes are extremely corss-eyed, and passthrough is not enabled (as its not available for windows). Is there anyway to run/test the app from the editor with passthrough? Preferably using android as the build platform? Thank you very much for any support you can provide
Hey! Is there an official OpenXR API to obtain hidden-area stencil on per-device basis?
I thought I created a post about this already but I can't see it anywhere. Anyway, I've been trying to run the new XrHandsAndControllers OpenXR SDK sample in v56 SDK on my Quest Pro, and build.bat won't even compile.I get this error: Aside from that, XR_METAX1_simultaneous_hands_controllers_management OpenXR extension isn't listed on my Quest Pro with v57 firmware and v56 SDK (which is where I got the headers for this from). I added the hand tracking permission and experimental flags in the manifest, just like XrSample above has, but it doesn't enumerate the XR_METAX1_simultaneous_hands_controllers_management OpenXR extension by the runtime.Can anyone help me with either or both of these issues? Thanks.
This is not a post about using Unity for Meta OpenXR development - more a lower-level question about how Unity's OpenXR implementation is interacting with the Meta runtime (specifically the Android/Quest runtime). Unity applies its own cross-backend action-based input layer onto OpenXR input. It doesn't really utilise OpenXR input, actions, suggested bindings etc in the spirit of their design, but as far as I can see the use should still be valid. However, this seems to me to be triggering a quirk in the runtime. My understanding is Unity's implementation works like this: - App configures Unity with a list of 'supported interaction profiles'- Unity creates one XrActionSet set per supported profile- For each supported profile, Unity creates a bunch of XrActions based on the profile, adding them to the XrActionSet corresponding to that profile (created in the step above) - Unity calls xrSuggestInteractionProfileBindings for each supported profile suggesting bindings (
With a stable branch of the Oculus app on Windows, everything works fine here and I don't have THIS problem.(Except I have a huge amount of colorful pixels, so I use the Beta branch which shows fewer artifacts. But this is not related to this topic.)But there's a problem with PTC Beta:I have an error when running games with OpenComposite. Here's the log : Spoiler (Highlight to read)[2023-10-30 22:43:35.191] Config::Config:251 - Checking for global config file...[2023-10-30 22:43:35.192] wini_parse:215 - Reading config file at F:\SteamLibrary\steamapps\common\SkyrimVR\opencomposite.ini[2023-10-30 22:43:35.192] parse_float:117 - Setting config param supersampleRatio to 1.000000[2023-10-30 22:43:35.192] parse_bool:63 - Setting config param renderCustomHands to false[2023-10-30 22:43:35.192] Config::Config:270 - Checking for app specific config file...[2023-10-30 22:43:35.192] wini_parse:215 - Reading config file at F:\SteamLibrary\steamapps\common\SkyrimVR\opencomposite.ini[202
Is there an API to obtain a hidden area mesh stencil mask?
Hey! Title is pretty much the question: I'm not using an Unreal or Unity and I'm looking for ways to manually control throttling on my app as I'm GPU bound and not CPU bound, I would love to throttle CPU as much as possible to allocate maximum heat dispersion to GPU.
[2023-11-01 09:44:12.324] Config::Config:212 - Checking for global config file...[2023-11-01 09:44:12.324] wini_parse:172 - No config file found at C:\Program Files\IL-2 Sturmovik Great Battles\bin\game\opencomposite.ini[2023-11-01 09:44:12.324] Config::Config:231 - Checking for app specific config file...[2023-11-01 09:44:12.324] wini_parse:172 - No config file found at C:\Program Files\IL-2 Sturmovik Great Battles\bin\game\opencomposite.ini[2023-11-01 09:44:12.671] DrvOpenXR::CreateOpenXRBackend:104 - Extension: XR_KHR_D3D11_enable[2023-11-01 09:44:12.671] DrvOpenXR::CreateOpenXRBackend:104 - Extension: XR_KHR_D3D12_enable[2023-11-01 09:44:12.671] DrvOpenXR::CreateOpenXRBackend:104 - Extension: XR_KHR_opengl_enable[2023-11-01 09:44:12.671] DrvOpenXR::CreateOpenXRBackend:104 - Extension: XR_KHR_vulkan_enable[2023-11-01 09:44:12.671] DrvOpenXR:
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