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Enabling Meta XR Feature Group in OpenXR breaks controller tracking

guilmer83
Explorer

Using Unity 2022.3.4f1 LTS with the updated packages for OpenXR (1.8.1) and Oculus XR Plugin (4.0.0) and v54.1 of the Oculus Integration SDK, enabling the `Meta XR feature group` under XR Plug-in Management/OpenXR completely stops the controllers from tracking. 

The controllers are not visible in the Analysis/XR Interaction Debugger/Input Devices and no device connection events are raised from InputDevices. Disabling the Meta XR feature group fixes the behaviour. 

I have tried earlier versions of the integration SDK but anything < v53 yields a compile error with the new OpenXR and Oculus plugins. Is this a known issue? 

19 REPLIES 19

lufinkey
Protege

guilmer83
Explorer

While on the topic. Is there a way to disable the incredibly annoying prompt to turn the meta features back on, that appears every time I hit play? Other than deleting the MetaXRFeatureEnabler.cs file?

rnz
Honored Guest

Not too sure if it's the same problem but I am using OpenXR 1.7.0, NO Oculus XR Plugin added in my Unity project and NO Oculus Integration.  If I run my project with Meta XR, my controllers are not detected either in the XR Interaction Debugger.  If I run without Meta XR, it is fine and I get the annoying popup you are talking about.

I am using an Oculus Rift CV1.

demonixis
Protege

Any update on this? I've the same issue with v56 and Unity 2023.1

guilmer83
Explorer

For anyone interested, I've found this online https://forum.unity.com/threads/bug-need-help-quest-2-controllers-not-working-with-interaction-toolk... that point to Unity's XR interaction toolkit version 2.4.0 having a bug with multiple controller interaction profiles. 

So using OpenXR on an Android build with Meta Quest support enabled running on XR Interaction Toolkit 2.4.0 I was able to replicate the bug: having a single Oculus Touch Controller Profile has the controllers working, but adding a second profile for Quest Pro breaks it. It's not a fix but it's a start. 

semateos
Honored Guest

Having the same issue with Unity 2022.3.8f1, Oculus Integration 56, Open XR 1.8.2, Oculus XR Plugin 4.0.0 - controllers don't track unless I disable the Meta Features Group in Open XR settings. Which seems less than ideal.

cedric.tatangelo
Explorer

I have checked as well that adding the Oculus Integration plugin v56, everything was working fine without it, added this plugin for passthrough support and now, when meta feature group is active, controllers are not tracked.

Easy to reproduce, create a unity 3d URP project, activate openXR, download XR interaction toolkit, download XR hands, download XR Interaction toolkit hand sample and run this sample demo scene (eventually migrate materials for urp). Everything is working, then add Oculus Integration plugin, it will activate Meta features by default, run the same sample, controllers are not working anymore. Uncheck meta feature, then controllers are tracked.

 

 

guilmer83
Explorer

You don't need the meta feature group to enable passthrough: https://blog.unity.com/engine-platform/get-started-developing-for-quest-3-with-unity Unity made an AR foundation package for Meta headsets that works without using the Meta feature group. 

Wow excellent! you made my day!