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v71 Break Open XR Implementation?

ImmersiveMatthew
Adventurer

I am getting reports that the v71 update breaks the Open XR controller input and tracking. This is with Unity 6000.0.25f1, the Meta XR All-in-One SDK 69.0.1 along with Meta Avatars SDK 31.0.0, all using OpenXR Plugin 1.13.0. Have others heard of issues with OpenXR and v71?

I normally would be using the Oculus XR Plugin, but it has a headlock bug in Editor and on the Quest and yes I tried the patch that did not work (https://communityforums.atmeta.com/t5/Unity-Development/Important-Unity-6-information/td-p/1252153).


9 REPLIES 9

eusebium
Honored Guest

Yes, I got this behavior too, after updating to v71 on my Meta Quest Link (App Version 71.0.0.451.524). The controller rays are not correctly detected when the controllers are pointing below the same line as the sight. I am using Unity 2023.2.20f1, OpenXR Plugin 1.10.0. 

On my Meta Quest 1 (which has an older version - v50) this does not happen, so clearly it is an update issue. 

ImmersiveMatthew
Adventurer

This is now Ticket #58882 with Meta Developer Support.  Seems to be effect Quest 3 and Pro with v71, but not Quest 2.

 

 

Hi, Any updates on the ticket? Thanks!

MoPTom
Honored Guest

Similarly having issues with OpenXR hand tracking input since updating to v71, while users on v69 have no issues.

In my case I'm using MRTK2, and grab pointer input no longer works in v71.

Is there a possibility to see this ticket somewhere online? I can't see any dashboard for open bugs nor cannot find anything by this id.

Update: For anyone wondering, the tickets are not public (got this info from MetaQuestSupport, also notified them about other users reporting this issue - as per response, their team should be aware about the issues and working on a solution)

I have the same issues with v71. Also reporting those issues on Quest 2 after updating to v71. Also can confirm the Quest 3S has the same problem with v71. On Quest 3 that is still on v69 the issue does not show on build, but weirdly it does show when testing on it through Quest Link. Any other headset that is on v71 also has this problem through Link, but I don't know why it also happens with my Quest 3 that is still on v69.

The problem I see is controllers being wrongly prioritised over Hand Devices, resulting in wrong input actions fallbacks and wrong/false tracking mode events.

MoPTom
Honored Guest

Here's what helped for me to resolve OpenXR hand interaction issues I was seeing only since updating to v71, hopefully it helps someone else, although my issues were hand tracking related, not controller related:

I am using the Unity OpenXR plugin, and was previously using the "Hand Interaction Profile" on Android for Quest deployment. Removing this interaction profile and instead using the "Oculus Touch Controller Profile" solved the issues I was seeing.

(Project Settings -> XR Plug-in Management -> OpenXR)

MoPTom_0-1732201218642.png

Although this will work for me in new versions of the app, it's frustrating that all previous versions of the application no longer work in v71.

This did not work for me, but it gave me a hint so I played around extensively with interactions and discovered that it was soemthing inside of XRI Examples that is causing the issue for me.  What specifically I am unsure, but I let Meta know as it was very reproducible when I added it and ony on Quest 3/s/Pro, never Quest 2.  So odd. 

The issue is also on the quest 2. Any game I try just crashes after 2 to 4 minutes. Any updates?