OpenXR Development
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OpenXR News and Feedback Thread

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 OpenX...

mouse_bear by Retired Support
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  • 16 replies
  • 4 kudos

Re haptics

Hi I wanted to know if it was possible to run an OpenXR app in the background to monitor Quest 2 controller inputs and forward this information on to a peripheral device via Bluetooth or WiFi? I'm trying to avoid having to individually code every app...

Falan by Level 2
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  • 0 replies
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How to run the sample apps in the OpenXR SDK?

I downloaded the SDK from here. I tried running the sample apps under the folder XrSamples, however, I cannot run these apps on my Quest 2 headset. I keep getting the following errorExecution failed for task ':XrSamples:XrHandsFB:Projects:Android:com...

Resolved! Thumb joints rotated 90 degrees

This is when directly accessing the OpenXR hand tracking EXT in StereoKit (not Unity). Quest 2 thumbs are about 90 degrees off from what I expect to see from the OpenXR spec! It appears as though the thumb is using +Y to face up from the back of the ...

koujaku_0-1649867398232.png koujaku_1-1649867413109.png
koujaku by Level 4
  • 1212 Views
  • 1 replies
  • 1 kudos

OpenXR and Fisheye 180

Dear Oculus Team!In previous (older) versions of Oculus integration in the OVR overlay module there was support for a Fisheye 180 mesh. Could you please inform me if there are any plans to add support to the new system with OpenXR, as well as make it...

Enable 90 or 120 Hz in Unity OpenXR

According to Unity, the Oculus implementation of OpenXR in Unity doesn't yet support changing the display frequency on the Quest headsets to 90 or 120 Hz. Any plans on when this will be possible?

SanCity by Level 4
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  • 1 replies
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OpenXR, Quest and Vulkan

I've managed to set up a native Quest app running Vulkan via OpenXR. It renders (clears the screen to a colour) - but only in Cast - the view from the headset remains black. No crashes, Vulkan validation errors, or OpenXR errors.What could I be missi...

Eye freezes when screen recording

Hope someone might be able to point me in the right direction with this one because it's got me scratching behind my ear.We're having an interesting issue that when we turn on recording in the Quest (testing on a Quest 2), that the left eye stops upd...

Mux213 by Level 3
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  • 1 replies
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Hand animations does not work

I am using XR rig with custom hands that are ready prefabs with all needed scripts and animations. They are tracked correctly on Oculus BUT when I press any key there is no animation on the hands and NO movement of any finger. It looks so cheap! This...

OpenXR Generic Loader

So far, Quest has been shipping with a custom Android openxr_loader. Now that openxr_loader supports Android properly, I would love to know when, or if Quest will support the official openxr_loader? Any news would be great, as this would really help ...

koujaku by Level 4
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  • 2 replies
  • 4 kudos

Can't enable foveated rendering

I can't get it to work even in the provided sample (Oculus OpenXR Mobile SDK, 38.0, XrCompositor_NativeActivity).Tried creating foveation profile first and use it for all swapchains, tried to create on per swapchain and delete afterwards (just as in ...

VR+nonVR app and headset detection best practices

I'm developing an app that runs in both non-VR and VR. I want the user to be able to be using the app outside of VR, then get their headset out, put it on, (in the case of the Quest 2, connect to AirLink), and the app detects the headset and seamless...

cubeleo by Level 2
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  • 2 replies
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Tutorials and enabled features

Is there somewhere that lists the supported features and capabilities available through the Oculus implementation of OpenXR? Additionally some tutorials/code snips would be very welcome for items such as MultiView and setting the frame rate.

TrackedDeviceRaycaster Does Not Work with WebVR

When I run my WebVR app in the editor with my VR headset connected, TrackedDeviceRaycaster works and the UI responds to being pointed at by the controllers. When I run the WebVR build and switch to VR, the UI does not respond to being pointed at by t...

blee808 by Level 2
  • 837 Views
  • 0 replies
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OpenXR News and Feedback Thread

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 OpenX...

mouse_bear by Retired Support
  • 9125 Views
  • 16 replies
  • 4 kudos

Oculus Quest 2 Hand Tracking with OpenXR Plugin?

Looking to switch over to OpenXR SDK, especially with the new Mixed Reality with Passthrough only being released in OpenXR --- but need to have Oculus hand tracking in VR apps... The best way I know how to do this is with the "Oculus Integration" pac...

Anonymous by Not applicable
  • 3745 Views
  • 3 replies
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Hand mesh vs joint locations flipped

I've written an oculus hand tracking plugin for unity openxr, In it I call xrcreateHandTrackerEXT with right and left handles. The mesh I get back is for the correct hand, but when I call locatejoints, I get the joints for the opposite hand, i.e. the...

Trying to implement OpenXR on Quest

I am currently implementing OpenXR for Quest into my custom game engine and am running into some issues:An action bound to "/user/hand/left/input/menu/click" gets triggered by the "Y" button AND the "menu" button. I'd expect it to only be triggered b...

Slin by Level 4
  • 2836 Views
  • 8 replies
  • 0 kudos