02-06-2022 05:46 PM - edited 02-06-2022 05:50 PM
I've developing the integration of OpenXR and Quest with our own graphic engine using OpenXR and native api
I've ported the Hello_xr sample and it is working perfectly on Desktop devices (Oculus Rift with Link and other devices), but when I deploy the app on Quest 2, the xrLocateSpace() function never return a valid pose, and every time that I call this method, this message is showed in the console:
[Telemetry] [OpenXR] data field; input path binding invalid;
I've checked everything in the Hello_xr sample to see if there is an issue with action bindings, but in desktop there is no issues at all.
Any idea?
Thanks in advance 🙂
02-07-2022 01:57 PM
@Davilovick generally the hello_xr app is tested with Oculus OpenXR on Quest and PC every release and you should have high confidence that it will work. If you are getting a message about an invalid binding, the issue is likely in that area.
Some ideas on things to check:
- Which interaction profile are you using? (for something as simple as pose this shouldn't matter as most of the common profiles support it...)
- Are you checking the return code from `xrSuggestInteractionProfileBindings`?
- Are you checking the return code from `xrAttachSessionActionSets`?
- Which interaction profiles are you offering bindings for?
If you have sample code that you'd like to share, it might make it easier to offer more suggestions.
Alternatively, there is a suite of conformance tests for OpenXR which all runtimes pass: https://github.com/KhronosGroup/OpenXR-CTS ; it can be a good way to understand what runtimes support.
Thanks,
John
04-06-2022 10:54 AM
Hi @Davilovick,
This could be caused by the relative ordering of your `xrSuggestInteractionProfileBindings` and `xrCreateActionSpace` calls. If it's not already the case, try moving `xrCreateActionSpace` after `xrSuggestInteractionProfileBindings`.
This behavior will change in an upcoming release to make it safe to call them in either order.
Thanks,
Andreas "lionleaf" Selvik