OpenXR HMD Track Input Error about the meta package of Unity
Phenomenon: After resetting the view, launch this game The Splash Image generates with incorrect Transform, then automatically moves to the center of the view Real-time detection of XRHMD's centerEyePosition and centerEyeRotation in InputSystem shows abnormal Raw Vector3 and Raw Quaternion values When resetting the view in-game via the meta button, XRHMD's centerEyePosition and centerEyeRotation in InputSystem return to normal values Devices and Versions: Consistently reproducible on Quest 2, Quest 3s, and Quest 3. (Suspected to be related to Meta device updates, as the April build did not exhibit this issue initially, but now the same problem occurs even when redownloading that build) Details: This offset error is not random—the same offset occurs every time the game is launched. (Resetting the view before launching the game or resetting in-game still carries this offset to the next session, and even adb uninstall does not resolve it.) The issue has not been observed in other games, but we have exhausted troubleshooting directions and cannot determine why this is happening. The bug cannot be reproduced when using PC streaming, making debugging extremely challenging. However, the issue is 100% reproducible when launching the APK directly on Meta devices. We would greatly appreciate any potential solutions!9Views0likes0CommentsMetahuman crashes Unreal Engine in VR Preview for Quest 3
Hello, Maybe someone had this problem with metahuman and have found a solution? 1. I have a scene that is working on Quest3 build and also in VR Preview mode. 2. I've downloaded and added metahuman I've created. 3. I've enabled all the necessary plugins and compiled shaders. 4. I've dragged downloaded metahuman blueprint into the scene. 5. I'm running VR Preview and then Unreal Engine crashes* *When i package game for Quest3 and run from device it works. EDIT: I'm using UE 5.3.2 and MetaXR v60 Last log entries [2023.12.29-10.11.28:819][277]LogOnline: OSS: Created online subsystem instance for: :Context_2 [2023.12.29-10.11.28:859][277]LogSlate: New Slate User Created. Platform User Id 8, User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:862][277]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:889][277]vr.PixelDensity = "1" [2023.12.29-10.11.28:894][277]PIE: Server logged in [2023.12.29-10.11.28:896][277]PIE: Play in editor total start time 0,422 seconds. [2023.12.29-10.11.28:899][277]LogWindows: WindowsPlatformFeatures enabled [2023.12.29-10.11.28:948][277]LogRenderer: Warning: Resizing VR buffer to 4128 by 2240 [2023.12.29-10.11.28:960][277]LogHMD: Allocating Oculus 4128 x 2240 depth rendertarget swapchain [2023.12.29-10.11.29:011][277]LogWindows: Error: appError called: Assertion failed: !EnumHasAnyFlags(TextureDesc.Flags, ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::ResolveTargetable) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp] [Line: 529] [2023.12.29-10.11.29:011][277]LogWindows: Windows GetLastError: The operation completed successfully. (0) callstack from crash: UnrealEditor_D3D12RHI UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I'll try to install debugging symbols for engine and test again4.8KViews0likes4CommentsQuest 3 No longer works on PC VR, and is COMPETELY BROKEN
so a few days ago I changed the OpenXR on my main PC to Oculus from Windows MixedReality just to get pavlov vr running, and ever since I did that it has completely broken my PC VR, now in standalone mode the Quest 3 works completely fine with no issues what so ever but once its linked to the PC all the problems start to come out. im going to list the major issues with it below and someone PLEASE tell me how I can fix this, im also going to list the fixes ive tried. -------ISSUES-------- 1. the main way I know how the VR is going to break is when I first start up Quest Link on PC and im in the menu on the quest 3, framerate is a little choppy, and the controllers have an issue with tracking, for example if I swing and stop with the controller in my hand, my VR hand will go flying and then fly back to where my controller is. 2. SteamVR, when going into steamVR everything works fine, keep in mind this ONLY WORKS FINE in SteamVR Home. When I open a Game my screen will go black saying its loading the game, it will then cut to the SteamVR loading screen, it has never gone black before, then on my PC it will Load the game but not on the headset, my FPS will dip into the 10s, while the FrameRate is still awful it ill load into my headset and LAG awfully while only displaying a tiny screen of what my PC does. 3. Sometimes when I open a game in steamVR the loading screen will Freeze and when i move around in the vr the same image will follow my headset to where im looking, best example I can compare this to is if you hold up a piece of paper to your eyes and move around as that paper is still in front of you, is also does that for the problem is listed above too. and when that happens it will also do it in the oculus link home too. ---FIXES IVE TRIED--- 1. Factory Restarting the headset. 2. hooking it up to my laptop (has the same issue but I didnt change anything on there) 3. going into beta mode on both Steam and Oculus Link 4. Clearing my download Cashe 5. uninstalling and repairing both SteamVR and Oculus link 6. going into the windows registry editor and changing the OpenXR\1 back too WindowsMixedReality from having it as Oculus or Steam. 7. Moving the install folder of Steam VR and Oculus so it has a fresh start. 8. going back and changing everything back to what it was before I went to change it just to play pavlov29KViews1like29CommentsOculus Spatial Anchor drifts in the Passthrough space
I’m trying to spawn a Cube as spatial anchor. But after spawning it drifts if I move physically. I’m add OVRSpatialAnchor after instantiating like this, _cube.AddComponent<OVRSpatialAnchor>(); Please correct me if I have to check something on the build settings or some Oculus settings in Unity. Thanks guys!2.2KViews0likes4CommentsOngoing App Discoverability Issues Post-Recent Meta Horizon Store (Merging of App Lab & Main Store)
Hello fellow developers, I wanted to bring attention to an important issue that I’ve encountered since the merging of the stores, which I believe might be affecting more than just my app. After releasing an update to my app with the new metadata, I noticed a sharp decline in searchability—users can now only find my app by searching the exact name, whereas previously relevant keywords worked well in the search. I've been in communication with Meta's Developer Support team, who have acknowledged the issue and are working on it internally. However, I felt it was important to raise this in the community because this may be affecting other developers, particularly those who rely on searchability for discoverability and revenue. Here’s the situation: Only exact-name searches return my app in search results, despite all keywords being properly entered and compliant with guidelines. This issue arose immediately following the 5th August launch of the Meta Horizon Store. Meta is aware of the problem but has not provided a concrete timeline for resolution or clear interim solutions. If any of you are experiencing similar challenges, I think it’s crucial that we start a discussion. Discoverability is vital for every developer on the platform, and if this is a broader issue, we may need a more transparent approach from Meta, such as flagging it as a known issue. In the meantime, if you’ve encountered this issue and found any effective workarounds (such as changes to app metadata, or modifications to Early Access settings), I’d be grateful to hear your thoughts. Thanks for reading, and I look forward to hearing your thoughts and experiences.788Views1like1CommentCannot find subscripton in my Developer Dashboard
Greetings, I ma starting off as a Unity VR Developer and am situated from Nepal. I am trying to enable subscription in the Platform Services. However, there isn't a Subscription option in the All Platform Services section. I have updated my payout information and have just created a sample app as of now. The IAPs are enabled. No builds are pushed either. Is there something I need to do in order to enable Subscription in the developer dashboard?2.1KViews2likes2Comments