Is it possible to have both Unitys OpenXR-plugin, Oculus OpenXR Plugin
and Oculus XR Plugin in the same project somehow? Would like to use
default OpenXR for hand-tracking (so it's easier to port to other XR
compatible headsets), and then add Oculus ...
Tried upgrading my project fromcom.unity.xr.oculus -
0.46.0tocom.oculus.integration.interaction - 0.57.0I also switched from
GLES to Vulkan as was needed for D...
While monitoring the Android logs, and running my Unity Quest game, and
pressing the Oculus button to open the overlay menu, I get this wierd
memory error: error getting shared memory region, memory type:
Controller, failed with Status(-1, EX_SECURIT...
Maybe not relevant to your issue (and you might have solved it already),
but after digging around a entire day, I found out it was an OpenXR
settings for my Ultraleap Leapmotion device. When I unchecked that and
restarted Unity (with a clean Library ...
You have probably checked the "Experimental features enabled" checkbox
in OVR Manager. Maybe to use the experimental depth API, that is...
experimental. And experimental features are not allowed on AppLab or the
Store. So I guess you need to wait unt...
Sure it works. You can also use Oculus Scene Preview in Unity to deploy
changes more quickly. You can also connect the profiler and console to
the build if you're using development mode/build and autoconnect
profiler or choose the headsets ip adress....
After trying Metas XR repo Discover:
https://github.com/oculus-samples/Unity-Discover, I noticed that they
didn't use OpenXR. So tried disable it in XR-plugin management and
switch to Oculus instead. And then it worked. Anyone has any idea why