OpenXR Development
Join the conversation on OpenXR, where you can share knowledge, ask questions, and tackle challenges with fellow developers. This forum is dedicated to discussing all aspects of OpenXR, from implementation and integration to best practices and troubleshooting.
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Welcome to the Meta Developer Forum!

This is a community-driven space where you can share insights, ask questions, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn from each other and grow as developers...

Resolved! This file does not belong to any project target

I was able to build and deploy (Quest 2) hello_xr from https://github.com/KhronosGroup/OpenXR-SDK-Source using the instructions from https://developer.oculus.com/documentation/native/android/mobile-build-run-hello-xr-app/ . However, whenever I load t...

Cannot run OpenXR in the Meta Quest Desktop App

Hello there, In the Oculus desktop application, i cannot set the oculus to run OpenXR and when clicking the button shown in the snapshot I've included nothing happens. You will find that the runtime says "none". I am trying to use my Oculus Quest 2 w...

DCU2024_1-1720001575242.png DCU2024_0-1720001555946.png
DCU.2024 by Honored Guest
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PC VR - Passthrough AirLink - OpenXR

Hi there,I don't have much experience with OpenXR. I was wondering just briefly, is it possible to use passthrough via the OpenXR extension (XR_FB_passthrough) when using a Quest 2 Air-Linked to a PC. So the app will be built and running on the PC, t...

XR_META_body_tracking_full_body Khronos Release?

I'm one of the Godot XR developers, and for licensing reasons we have to consume the OpenXR headers from the official Khronos release (https://github.com/KhronosGroup/OpenXR-SDK - Apache-2.0 Licensed).I believe XR_META_body_tracking_full_body is the ...

Resolved! [Unity] OpenXR crash when magicleap unity sdk package

Hi,I am trying to build a cross platform project for both Meta Quest and MagicLeap. Thing is, my app works perfectly on Meta Quest 3 before trying to add magicleap package. But as soon as I add the com.magicleap.unitysdk package, without changing any...

Resolved! Quest 3 Vulkan Validation Layer

Is it possible to use the vulkan validation layer on Quest 3?I've enabled the XR_EXT_DEBUG_UTILS_EXTENSION when creating the xr instance, and have created a debug callback using xrCreateDebugUtilsMessengerEXT. I tried doing the same thing in the vulk...

OpenXR passthrough using Quest Link

Hi,I was wondering if using the passthrough OpenXR extension in OpenGL we can get the color and depth textures used to apply the compositing on the final render.Using FBO before sending the textures to the swapchain I suppose the data is known (obvis...

FOKSlab by Explorer
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Autodriver does not work on MetaXR

Hello!I'm a developer working in QA for an application built in Unreal Engine. I have helped implement an E2E tool that relies on the autodriver file that records user inputs. We just upgraded from OculusVR in UE4 to MetaXR in UE5. The documentation ...

Getting Foveation center from OpenXR

May I ask if anyone has tried to get the foveated center from Meta Quest Pro?I am working on this, and I have tried XR_FB_eye_tracking_social. It seems like this feedback is only the pose.We would like to try the XR_Meta_eye_tracked, which seems to c...

OpenXR + Oculus SDK (Windows) ?

Hi,I have already developed a C++ app using Oculus SDK & OpenGL and would like to add eyetracking and handtracking to it (for Meta Quest Pro using Quest/Air Link).How could I process ?1 - can I add eyetracking and handtracking extension using OpenXR ...

FOKSlab by Explorer
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Get Device Physical Screen Resolution

I am trying to get the physical width and height of the device to create the swapchains.With the old Native VrApi that is currently deprecated, I could use VRAPI_SYS_PROP_DISPLAY_PIXELS_WIDE and VRAPI_SYS_PROP_DISPLAY_PIXELS_HIGH to retreive the corr...