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Unity 6000 - Head tracking issue



After newest version of Unity 6000, i have issue with head tracking.

Every time i create new project, import Meta XR All-in-One SDK(Currently 65.0 v, same with 64.0), everything works fine, except head tracking. when i do exactly the same with unity older version (for example 2022.3.15f1) tracking works.

there are few things i can mention. during launch, frame rate is like 72 FPS, when normally its 600+
gives two errors and a warning. all i do is install unity editor(right now its 6000.0.2f1), create empty project(Clean project without anything), import SDK and launch. 


SerializedObjectNotCreatableException: Object at index 0 is null
UnityEditor.Editor.CreateSerializedObject () (at <26627f99a7af447db68cd5961117dc4a>:0)
UnityEditor.Editor.GetSerializedObjectInternal () (at <26627f99a7af447db68cd5961117dc4a>:0)
UnityEditor.Editor.get_serializedObject () (at <26627f99a7af447db68cd5961117dc4a>:0)
OVRManagerEditor.OnEnable () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/Editor/OVRManagerEditor.cs:39)


Saving Prefab to immutable folder is not allowed: Packages/com.meta.xr.sdk.interaction.ovr/Editor/Blocks/InteractableItems/Prefabs/[BB] Pokeable Plane.prefab
UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets (string[],string[],string[],string[],string[],bool)


Your project uses a scriptable render pipeline. You can use Camera.stereoTargetEye only with the built-in renderer.
UnityEngine.Camera:set_stereoTargetEye (UnityEngine.StereoTargetEyeMask)
OVRCameraRig:EnsureGameObjectIntegrity () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVRCameraRig.cs:603)
OVRCameraRig:Awake () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVRCameraRig.cs:190)

Any clue?



Honored Guest

same problem


Did the issue that the entire scene will be moving when moving the headset happen on your side?


Have you fixed it? If so, could you share the solution? I am stuck here.  Thanks.

No, i'm stuck too

I'm diving into it. Now I have fixed tracking HMD.

Add Tracked Pose Driver to CenterEyeAnchor


 The controllers tracking is still not working.

I made it! I will share it later.


For those who experience the same problem, I posted my solution here.

thank you for your answer! it's just looks like workaround rather then solution to me. I'v managed to fix head tracking with your suggestion, now i lack hand and controller tracking. i want to use oculus plugin and as far as i know, they cannot co-exist, so searching forward 🙂