05-08-2024 04:47 AM
Hi Everyone,
Any help with this would be great.
Using Unity 2022.3.10f1 and Meta All-In-One SDK, I build my app and run it on my Quest 3.
The home scene loads with hand tracking fine. When I pick up the controllers, the game freezes and crashes.
I have the following settings applied to the OVR camera rig:
Solved! Go to Solution.
05-15-2024 04:25 AM
Update:
Hi everyone.
I think I fixed the problem, but not 100% sure if I've really fixed it...
I updated the OVRControllerHelper.cs script, which I think was missing a line:
line 202 onwards:
case OVRPlugin.SystemHeadset.Meta_Quest_3:
I added the following line here: activeControllerType = ControllerType.TouchPlus;
And the break as well: break;
case OVRPlugin.SystemHeadset.Meta_Link_Quest_3:
if (profile == OVRPlugin.InteractionProfile.TouchPro)
{
activeControllerType = ControllerType.TouchPro;
}
else
{
activeControllerType = ControllerType.TouchPlus;
}
break;
default:
activeControllerType = ControllerType.QuestAndRiftS;
break;
This might explain why the error was only happening when playing on the headset, and not happening when using a link cable on the Unity Editor.
I upgraded my project from the Oculus Integration to the Meta all-in-one SDK recently, which might have been behind the crashing...
Anyway, if anyone has a similar problem let me know. Like I said I'm not convinved I fixed this issue, but I've tested a new build with the updated code and it hasn't crashed... yet...
🤣
05-15-2024 04:25 AM
Update:
Hi everyone.
I think I fixed the problem, but not 100% sure if I've really fixed it...
I updated the OVRControllerHelper.cs script, which I think was missing a line:
line 202 onwards:
case OVRPlugin.SystemHeadset.Meta_Quest_3:
I added the following line here: activeControllerType = ControllerType.TouchPlus;
And the break as well: break;
case OVRPlugin.SystemHeadset.Meta_Link_Quest_3:
if (profile == OVRPlugin.InteractionProfile.TouchPro)
{
activeControllerType = ControllerType.TouchPro;
}
else
{
activeControllerType = ControllerType.TouchPlus;
}
break;
default:
activeControllerType = ControllerType.QuestAndRiftS;
break;
This might explain why the error was only happening when playing on the headset, and not happening when using a link cable on the Unity Editor.
I upgraded my project from the Oculus Integration to the Meta all-in-one SDK recently, which might have been behind the crashing...
Anyway, if anyone has a similar problem let me know. Like I said I'm not convinved I fixed this issue, but I've tested a new build with the updated code and it hasn't crashed... yet...
🤣