07-23-2020 02:18 PM - edited 07-23-2021 11:24 AM
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:
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: As of v19, we are officially supporting OpenXR 1.0 implementation. Developers can now submit their OpenXR apps to the Oculus Store. For mobile, please use the OpenXR loader that shipped with v19 or higher. You can find the latest PC SDK version here and the latest version of the OpenXR SDK here.
Known Issues (will be fixed in future release):
If you have any questions regarding this release, please post them as a reply to this thread!
07-25-2021 02:19 AM
What does that mean for previously released apps that don't use OpenXR? Assuming they're frozen (ie: no more updates) shall we expect them to break up and stop working by 2023 or will they keep working as intended?
It would be really awful if we had to rewrite every released app from scratch.
07-27-2021 03:18 PM
Hi @gianfranco.damato - we've updated the blog post that I believe you are referencing (https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/) to explain what will happen with apps that don't use OpenXR. In short these apps will keep working as intended.
John
07-27-2021 07:50 PM
What will happen to the library structure after the full migration of OpenXR?
If new features are introduced to Quest after a full OpenXR migration, how will those features be exposed to developers?
Will it be published via the Unity Integration SDK, OpenXR plugin, or any other way?
08-03-2021 03:49 AM
Are there any estimates on when the v31 SDK will be published, giving developers access to passthrough?
Is there any hope of including some sort of QR code scanning from passthrough functionality in the OpenXR API for Quest? It would be really handy for implementing co-located experiences. As I understrand it, there is pretty much zero chance of being able to access the passthrough texture directly due to privacy concerns.
08-16-2021 12:21 AM
Hi.
This Passthrough API is being released as an experimental feature
https://developer.oculus.com/experimental/passthrough-api/
https://developer.oculus.com/blog/oculus-developer-release-notes-v31/
09-09-2021 10:19 AM
@mouse_bear
The latest Oculus Integration EU27 build is missing the "Oculus OpenXR" plugin and throws up error messages about it when you build the included VR Template.
Any clarity on why, or when it will be included? I was hoping to transition to OpenXR with the 4.27 release but it seems i'll be waiting a bit longer (?)
12-14-2021 05:03 AM
Starting from the the latest Oculus integration package (for Unity) v35, it says openXR is fully supported! However, I'm not able to get the hand tracking to work AT ALL in the editor. Is this a known issue?
10-27-2023 07:53 AM
Hi, I'm just looking into starting some AR development for the Oculus platform. Is this an old link...
https://docs.unity3d.com/Packages/com.unity.xr.meta-openxr@1.0/manual/index.html
Or is the Meta OpenXR implementation missing all these features that are present on both Apple and Android platforms?...
Image tracking | Detect and track 2D images. |
Object tracking | Detect and track 3D objects. |
Face tracking | Detect and track human faces. |
Body tracking | Detect and track a human body. |
Point clouds | Detect and track feature points. |
Meshing | Generate meshes of the environment. |
Environment probes | Generate cubemaps of the environment. |
Occlusion | Occlude AR content with physical objects and perform human segmentation. |
Participants | Track other devices in a shared AR session. |
When are these going to be available, as this is the kind of stuff that takes an AR app to the next level. Thanks.