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Issue with Immersive Debug

bulbasd.2024
Honored Guest

Hi, everyone!

I am developing a VR application and wanted to try using the new Immersive Debugger to see Console logs. I followed the Meta usage guide and built the app, but the debugger didn't show up. I can see the dots on the plane where the debugger should be, and I can even interact with them (the pointer changes), so the debugger is there, it's just invisible.

The development build check is on. Unity version 2022.3.45

Has anyone faced a similar issue? Maybe you have some ideas on what could possibly resolve this?

bulbasd2024_0-1727983217233.png

 



12 REPLIES 12

ycliu613
Explorer

Hello, thanks for reporting the issue!

To understand more where is the problem, may I ask several questions:

1. which rendering pipeline are you using (URP, BiRP etc.)?

2. In the Immersive Debugger, "Rendering" settings have you enabled the Automatically Culling option?

3. Is your project using OVRManager (or just OVRCameraRig prefab comes from Oculus SDK)?

The panel textures are rendered in composition layer, but you shouldn't be able to see the "dots"(cursor) if the whole layer is invisible. So I'm suspecting the issue either lies in rendering pipeline or the layers used by Immersive Debugger (in the Rendering settings) are post-processing the textures in some way so they're not visible..

Thank you very much for your response!

1. I am using URP
2. I have the Automatic Culling option enabled
3. I have OVRManager as well as the OVRCameraRig. The camera was made using the Meta Building Blocks

Thanks for getting back! It seems those settings are as expected - as for URP with Vulkan, Immersive Debugger would still work, just would appear with a darker colour.

Here're some other things you could try:

1. Try changing the layers: In the "Rendering" settings, maybe the layers that's been automatically chosen has been already used by your application somehow in runtime? Those two layers in the settings should ideally be some layers that's not used by the apps itself. Does changing the layers to others resolve the issue?

2. Test in Link: Can you see the Immersive Debugger when using Meta Quest Link? If in Link it's visible then it could be issues that your application have some incompatibility with the composition layer we're using OVROverlay (https://developers.meta.com/horizon/documentation/unity/unity-ovroverlay/?locale=en_GB)

This is the first time we've received this issue's report so would be very grateful if we could understand from you what really caused it to further improve the tool. Thanks a lot for the interest to give it a try!

wisdomkhan
Explorer

You are lucky you are seeing something. I dont see anything at all. In the editor it is visible but MIA in the build.
I am using the Depth API for occluding my UI and GOs (i am sure the debugger is not occluding behind my occlusion layer).

It could be possibly caused by the build you're trying in headset is not Development Build? If you want to use in production build, a way to achieve is to add this macro in project (https://developers.meta.com/horizon/documentation/unity/immersivedebugger-overview#i-want-to-use-the...)

I tried it with dev build on but now the app is not starting up even.

Is there any stacktrace you could share with us? Thanks in advance!

I even turned off the debugger and tried running the app but not starting up, just 3 dots in passthrough. (my app was on meta sdk ver 67.x.x and then I updated it to use the debugger to latest 68.0.3).

Sharing the runtime device logs with the debugger off.

PS: It did run after updating the sdk, so that's not the issue. Right after enabling the debugger or even disabling it, the app is not running.

Thanks for sharing! The device log doesn't seem to capture anything suspicious related to the context.

I wonder if there's sth special about Development Build for this app. When the app run successfully, they're also running in dev build as well?

Would be curious if you adopt the`IMMERSIVE_DEBUGGER_ALLOW_USE_IN_PROD` macro in project and running in production build with the tool enabled, could there be any difference?