OpenXR Development
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I am trying to build an application for the Meta Quest 2 where I have a 33 million point cloud of a building and I need the player (avatar) to interact with it and other object that I keep there. I have successfully imported the point cloud but I am facing issues with the placement of objects in the point cloud as it seems I need to maintain the axes of both to make it seem like the real world. I would appreciate any suggestions on how I can perform the scaling and aligning the axis to make it seem like the real world. Thank you.
OK so the Vive XR Elite does mixed reality in Blender. I also use other software, not built on Unity or UE - the Vive XR Elite does mixed reality on that too - both Blender and the other app are PC based - I can do them over cable or WiFi. Speaking to some of the developers of these apps they believe it's because of what I said in the title of this thread. I and others also have the question here: https://communityforums.atmeta.com/t5/OpenXR-Development/PC-VR-Passthrough-AirLink-OpenXR/td-p/1015758 which nobody seems to want to answer. Please can we get some answers from a Meta developer? Many thanks.
Hi, it's been a year now since Quest Pro was released. I bought mine originally to develop, amongst other things, dynamic foveated rendering in my PC VR game. Now, I was told previously by johnkearney that Quest Pro over Link only supports XR_FB_eye_tracking_social, which is heavily filtered so the gazes are stable and can be used for gameplay or social stuff (obviously), but that that XR_EXT_eye_gaze_interaction, which isn't supported over Link, would the correct extension to use for dynamic foveated rendering. It's not exposed through Oculus OpenXR runtime on PC, and it appears will never be at this point. Can we get a confirmation on this either way? Or am I hoping for nothing.The reason I ask is because I just became aware that Virtual Desktop and a special SteamVR plugin now indeed support the generic XR_EXT_eye_gaze_interaction extension to work over OpenXR, which makes using SteamVR's OpenXR runtime plus Virtual Desktop superior to what Meta pr
May I ask if anyone is able to make the fb_foveation work? As we are implementing the OpenXr and wanna use the eye gazing features, which seems to require the fb_foveation work. May I ask how I should access this or get the eye gaze location from Quest Pro?
Hello All,I am developing an openxr 56 app for Quest 2 and have a persistent lifecycle issue. When I install my app using "adb install" I can always run the app the first time, but if I exit the app, return to the oculus hub, and then try to relaunch the app, xrGetProcAddress fails to find xrInitializeLoaderKHR. This is the first xr* call I make, so maybe I'm missing something in the lifecycle, but I do unload everything when leaving the app's native activity.Thanks in advance for any insight 🙂
May I ask if anyone has tried to get the foveated center from Meta Quest Pro?I am working on this, and I have tried XR_FB_eye_tracking_social. It seems like this feedback is only the pose.We would like to try the XR_Meta_eye_tracked, which seems to consist of the processed data. We want to implement it in the ALVR application, however, it seems like returning the default value (0,0). May I ask if there is any method to get the correct value, like enabling some developer option or what?Thank you
Hi,I'm working on a project where I switched from VRTK to openXR. Everything works well except the Universal Button recenter. When I hold the button the ring UI shows up it does a circle around as if it should recenter but nothing happens in the screen. I'm using Unity 2022.3.7 - OpenXR Plugin 1.8.2 - XR interaction toolkit 2.4.3. - XR Plugin Management 4.4.0Both PC and Android in project management are set to OpenXR (and actually if I switch android vr plugin to oculus it stays loading forever in the build).When I run ADB I see that it does something with recenter. I uploaded that snippet of the log and here's a more specific snippet where you can see some things where it updates the recenter timer and says.10-02 19:23:27.000 2769 3079 I RecenterTimer: UpdateTimerData(-1.00 -1.00)10-02 19:23:27.000 3144 3320 I SpatialAnchorPipeline: Guardian needs anchor search = 0, 1 && (1, 0, 0) 10-02 19:23:26.675 3144 3320 W [CT] : Anchor:SlamAnchorMemoryOSSDKClient: [Throttled count=6
So when i go to settings to make oculus the current open xr runtime,it just doesint do anything,steam vr works fine,but when i hit the"set oculus as active"button,nothing
Hi,i would release an app on the rift store but when i try to upload it via the developer hub i receive an error "API_ERROR" (i will attach the screen).In my Unity3d project i use the XR toolkit and i build it for pc for oculus (i will attach a screen of the build settings).Can you please help me?
i have i problem with texture in URP material its render a glitch like broken glass , how fix it?im used quest 2 vr , unity 2021.3.19f1 >> help*
Hi,I've integrated OpenXR in my custom game engine. It works fine when I use my Oculus headset using SteamVR as the OpenXR runtime.However, when using Oculus as the OpenXR runtime, I get a null pointer crash deep inside LibOVRRT64_1.dll, which is being called by OpenXR SDK at xrCreateSession(), which was called by my program.Here's the relevant part of the callstack:call stack Who can I contact at Oculus to help solve this driver crash? Do you want a coredump of the crash?Thanks!
I am developing a game using unity. I want to use hand tracking and eye tracking in that game, but I can't see the image of my hand. The PC and HMD are connected with a cable. Nothing happens when I press the circled button in the OpenXR settings within the oculus desktop app. I just started using oculus recently so I'm not sure. Help me.😅
I updated a project that used VrApi to OpenXR Mobile SDK.It runs okay, but there is an issue in which the resolution is low.When creating the FrameBuffer, I set the width and height to quest2's resolution of 1832, 1920.However, the resolution was still low.I also tried setting [Composition layer filtering] on the document, but there was no improvement.How to improve resolution when using OpenXR Mobile SDK?
I am getting a blue bar at the top of the Oculus app to set as default for OpenXR runtime and the Set Oculus as active button is unresponsive. I have tried to repair the app, reinstall it, ran as admin, and edited the registry as suggested in the forums. This is a Windows 11 machine with all the updates completed. How do I reach someone to discuss and resolve this issue?
HMD Mount/Unmount Events are not getting triggered when I'm taking off the headset. Current versions:Unity 2021.3.11f1Oculus Integration Version 43.0Running on a Quest 2 Did anyone else had experienced this?Thanks.
My questions: Is it mandatory to export the APK in OpenXR?, or can we use Oculus VR?Thank you very much.
I'm using Autodesk's VRED program.The VRED program wants to use Hand Tracking via OpenXR (OpenXR is leveraged because the VRED program does not directly support Quest products)If you try to activate the VR environment through OpenXR using Quest2 and Quest Pro equipment, an error occurs and the program shuts down.Conditions are normally using a cable that supports USB 3.0 or later, enabling developer mode in the Oculus smartphone app, and enabling OpenXR Runtime in the Oculus PC program. VRED is currently using the most recent version of Professional 2024 (16.0.11988). I had the same issue when using the 2023 (April) version. The Oculus PC app version is also using the latest version, 54.0.110.284.Switching Display Mode to OpenXR HMD with Quest Link turned on on on the Quest device in the View option of VRED often results in an error and the VRED program is forced to shut down (sometimes when multiple attempts are made)As for the error report,Date/Time: 2023-06-29 06:50:09 +09:00Applica
const char* appID = "the-app-id";if (ovr_PlatformInitializeAndroid(appID, androidApp->activity->clazz, Env) != ovrPlatformInitialize_Success) { ALOGE("Failed to initialize Platform sdk."); exit(1);}ALOGV(" my logged in user ID is: %lu ", ovr_GetLoggedInUserID());const char *sku = "unpublished_item";ALOGV(" launch checkout flow ");ovr_IAP_LaunchCheckoutFlow(sku);I am having trouble setting up the SDK in my OpenXR app. The initialization is successful, however I always get ovr_GetLoggedInUserID as 0. And the ovr_IAP_LaunchCheckoutFlow will end up with an error "Received launch checkout failure: An Unknown error occurred"Is there anything I am missing?
Hi there! Can I get the VR controllers velocity / acceleration / IMU data via OpenXR? I'm working on a PC VR project in Unreal Engine. I want to detect when the user "shakes" a controller. Is there any functionality in OpenXR to do that with minimal latency? I tried using controller velocity to detect a shake, but that way I can get some false positives. If I use acceleration data derived from controller velocity I can get good results (i.e., no false positives), but the "shake" detection happens 3 or 4 frames after the detection used by velocity: In the image above: V1 (red line) is controller X velocity, Acc (magenta line) is acceleration derived from velocity, dots mark points when a shake was detected, x mark when the algorithm will start looking again for another shake. Any information and suggestions are welcome. Thanks!
We have a VR app we'd like to bring to Oculus platforms, and it's made in Unity using the gamma colorspace. We're finding that the OVRGradleGeneration build step reports the following: "Oculus Utilities Plugin with OpenXR only supports linear lighting. Please set 'Rendering/Color Space' to 'Linear' in Player Settings" It's not practical for us to convert our app to linear color space at this time. Is there a timeline for gamma color space support in Unity with OpenXR? Is it intended to only ever support linear color space? Any potential workaround for this? We are using OpenXR on other platforms, so we're not enthusiastic about moving to non-OpenXR options on Oculus.
When developing a WebXR app for the quest 2, I host it using LiveServer Extension of VS Code and connect to the headset using Android Debug Bridge. I then open the locally hosted (LiveServer) app in the browser of the headset and encounter this issue very frequently. When I press "Enter VR" I get these errors in the console:"Could not create a session because: Something went wrong initializing the session in the runtime""Uncaught (in promise) DOMException: The specified session configuration is not supported.Promise.then (async)n.onclick @ VRButton.js:72"These errors happen when I press "Enter VR" at the bottom of the webpage. It only errors out intermittently, but when it does happen, it keeps happening until I restart the headset. Closing the webpage / browser doesn't help. Maybe it there was a way to force quit the browser and restart it, it would solve the issue.Happy to provide any more information. Thank you.
So I know, that this question was asked multiple times now, but everything I did didn't work.I reinstalled Oculus completely and tried the one to change the register from OpenXRHas someone finally found a solution to this?Thanks
In Unity I'm receiving the warning below. I understand what it wants but I don't know where the feature was set or how to set it to MetaQuestFeature. Any ideas what I need to change?UnityEngine.XR.OpenXR.Features.OculusQuestSupport.OculusQuestFeature is marked obsolete. OpenXR.Features.OculusQuestSupport.OculusQuestFeature is deprecated. Please use OpenXR.Features.MetaQuestSupport.MetaQuestFeature instead.
So we noticed today when we updated to Android 12L with OpenXR 1.7 & 1.8 for Unity it wont render anything with URP. It works without OpenXR plugin and only OVR plugin tho. Anyone here knows a workaround to get this to work?
We are seeing an issue with the Team Beef ports that have been updated to use OpenXR. We don't make use of ASW, so the next member of the XrCompositionLayerProjectionView is always set to NULL:memset(&projection_layer_elements[eye], 0, sizeof(XrCompositionLayerProjectionView)); However, in periods of high CPU usage that impacts the framerate briefly, we are seeing the framerate halving, so we might be maintaining 72 fps, until we hit an area where it is unable to maintain that fps, so it drops inexplicably to 36fps and then stays there. I've searched and can't find anything to explain why this might be happening.The documentation for ASW states the following:Developers can toggle between AppSW mode and full FPS mode on any frame by disconnecting and reconnecting XrCompositionLayerSpaceWarpInfoFB from the “next” pointer.So our expectation is that since the next member is set to NULL for every frame, we are not using ASW and should therefore be operating at "full FPS m
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