Meta XR Simulator does not support OpenGL, while SDK does
Hello, I've tried to launch the hello_xr example from OpenXR-Source-SDK with OpenGL backend. There is the (shortened) output: $ XR_RUNTIME_JSON=/d/meta_xr_simulator/meta_openxr_simulator.json ./hello_xr.exe -G OpenGL [12:03:20.094][Info ] Press any key to shutdown... [Meta XR Simulator][00000.003322][V][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:31] Initializing configuration man ager [Meta XR Simulator][00000.003511][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:43] Configuration path not set, de fault value will be used: D:\meta_xr_simulator\config\sim_core_configuration.json [Meta XR Simulator][00000.003831][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:148] Persistent Data loaded from " C:\Users\adik\AppData\Roaming\MetaXR\MetaXrSimulator\persistent_data.json" [Meta XR Simulator][00000.004080][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:179] Configuration loaded from "D: \meta_xr_simulator\config\sim_core_configuration.json" [Meta XR Simulator][00000.004275][I][arvr\projects\openxr_simulator\src\logs\sim_logs_service.cpp:150] Saving log to 'C:\Users\adik\AppD ata\Roaming\MetaXR\MetaXrSimulator\logs\meta_xrsim.log' 16/08 12:03:20.100 {DEBUG} [AnalyticsLifeTime] Pre initialization finished. 16/08 12:03:20.100 {DEBUG} [AnalyticsLifeTime] Post-migration initialization finished. % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 29 0 29 0 0 189 0 --:--:-- --:--:-- --:--:-- 190 [Meta XR Simulator][00000.192175][I][V][arvr\projects\openxr_simulator\src\interface\sim_main.cpp:53] xrNegotiateLoaderRuntimeInterface( ): loaderInfo: minApiVer(1.0.0) maxApiVer(1.1023.4095) [Meta XR Simulator][00000.192363][I][arvr\projects\openxr_simulator\src\sim_xrapistack.cpp:134] Interop is activated. All other graphics API will be supported through the Vulkan compositor [Meta XR Simulator][00000.192504][I][arvr\projects\openxr_simulator\src\sim_xrapistack.cpp:151] Set up XrApiLayers (Product Flavor Publi c, Version 1.77.0, Batchmode 0) [Meta XR Simulator][00000.192858][I][arvr\projects\openxr_simulator\src\plugin\sim_xrapilayer_plugins.cpp:47] [XrApiLayerPlugins] Plugin s folder found: D:\meta_xr_simulator\plugins [Meta XR Simulator][00000.193052][I][arvr\projects\openxr_simulator\src\plugin\sim_xrapilayer_plugins.cpp:20] [XrApiLayerPlugins] Plugin found: InputPlugin ... [Meta XR Simulator][00000.209127][W][V][arvr\projects\openxr_simulator\src\sim_xrapistack.cpp:378] Extension XR_FB_body_tracking is not supported for device type Oculus Rift S [12:03:20.306][Info ] Available Layers: (0) Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_op engl_enable Error [GENERAL | xrCreateInstance | OpenXR-Loader] : xrCreateInstance failed [12:03:20.307][Error ] XrResult failure [XR_ERROR_EXTENSION_NOT_PRESENT] Origin: xrCreateInstance(&createInfo, &m_instance) Source: C:\Users\adik\Downloads\OpenXR-SDK-Source\src\tests\hello_xr\openxr_program.cpp:200 [Meta XR Simulator][00000.211189][I][arvr\projects\openxr_simulator\plugins\InputPlugin\input_plugin.cpp:109] onPluginStateChange(3 -> 4 ) [Meta XR Simulator][00000.211297][I][arvr\projects\openxr_simulator\plugins\InputPlugin\input_plugin.cpp:97] InputPlugin will be deregis tered It clearly does not support XR_KHR_opengl_enable extension. This is surprising, since SDK seems to support it https://github.khronos.org/OpenXR-Inventory/extension_support.html#meta_pc D3D11 hello_xr backend works fine.Solved99Views0likes2CommentsNeed help using preset avatars from the Meta Avatars SDK
Device: Quest 3 I have to run an experiment for my project that requires me to assign a participant an avatar from a list of avatars. Once the participant selects an avatar from the list, the full body avatar should appear in front of them from a third-person perspective (3PP), and they should also be able to see the avatar's hands superimposed on their own (1PP, this is important). Both the 3PP and 1PP avatars should mimic the user's hand and head movements. So far, the existing MirrorScene is working for me with Passthrough and a Grab cube interaction. https://developers.meta.com/horizon/documentation/unity/meta-avatars-samples#mirror-scene . I can see the avatar in 1PP and 3PP. I need to know how I can swap out this avatar for another. I believe the current avatar is a fallback avatar. NOTE: I want to use the existing presets available for Quest. There are 33 preset avatars labelled as 0_quest, 1_quest...32_quest. I will only be using a handful of avatars from these presets. I am NOT using avatars from users' Meta profiles. P.S: I gave Mixamo a shot, but it's kinda time-consuming to make each joint work as I want, and making the Meta XR Interaction SDK work with Mixamo models is a pain. TLDR: I want to swap the avatar in the MirrorScene with other presets available locally. How do I do it? First-person perspective (1PP) avatar is crucial. I can't find many resources to guide me with this. https://developers.meta.com/horizon/documentation/unity/meta-avatars-overview Just FYI, I am familiar with coding but have limited knowledge of Unity and Quest.100Views0likes1CommentUnreal - Use Take Recorder with Live Link for Hand Tracking as Motion Capture?
Hi everyone, I'm trying to record an animation in Unreal using the Hand Tracking of the Quest 3 and 2 as a motion capture and once recorded I need to export the animation for future use. When I record with the Take Recorder, the only things that move are the rotation and location of the Motion Controller Components. I searched for a Live Link connection but found only the tracking for body and face with Quest 2. Is there a function for recording the Skeletal Mesh movements of the hand with the Take Recorder? (I found this Post similar to my question but didn't know how to record the bone transforms.) Is there a Live Link connection for the Hand Tracking? I'm using the Meta XR plug-in and already set it for Hand Tracking only.1.6KViews0likes2CommentsHow To Build Hello_Xr sample with Android Version
Hi, I want to try how to write a VR APP with OpenXR SDK. I found Oculus had published OpenXR Mobile SDK: Actually, I don't know how to build hello_xr sample in OpenXR SDK for Android version. Does anyone know how to build this sample with Oculus OpenXR Mobile SDK? I appreciate your help.12KViews2likes13CommentsUnity + OpenXR + OVRSpatialAnchor + Passthrough = Wobbly models
Previously we were using the Oculus XR Plugin with OVRSpatialAnchors and passthrough and all was working as intended. We needed to switch from the Oculus XR Plugin to OpenXR (for a separate package) and managed to get everything working except for when we put an OVRSpatialAnchor on a model with passthrough active, the model appears to be very wobbly compared to it's intended stable state. Once the spatial anchor has been removed off the model it appears much more stable but obviously doesn't have the other characteristics of having a spatial anchor that we need. Does anyone know how to fix this? I saw this post with a similar issue and I updated the AndroidManifest.xml via the Oculus tools menu but that did not seem to fix it. Potentially relevant details: Unity 2020.3.36 MRTK v2.7.2 OpenXR plugin v1.5.3 Oculus XR plugin v1.12.0 Oculus Integration v53.1 Minimum Android API Level: Android 10 (API level 29) OpenXR settings: Render mode: Single Pass Instanced/Multi-view Depth Submission Mode: Depth 16 Bit Interaction Profiles: Oculus Touch Controller Profile OpenXR Feature Groups: Hand Tracking MetaXR Feature Oculus Quest Support I have tried turning off passthrough and saw that the models became stable again but that is not acceptable. I tried updating the AndroidManifest.xml as stated in the linked post but that did not change anything. My code hasn't changed going from the Oculus XR Plugin to the OpenXR Plugin but it can be summed up to just adding the OVRSpatialAnchor component: model.AddComponent<OVRSpatialAnchor>();2.6KViews0likes2CommentsThis 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 the hello_xr project in Android Studio and open one of the cpp source files such as graphicsplugin_opengles.cpp, I get the following warning "This file does not belong to any project target; code insight features might not work properly". Any ideas on how I can get the code insight features to work?Solved2.3KViews0likes1CommentNeed help figuring out how to enable the OpenXR Runtime "Set Oculus as active" option
I am trying to connect my unity editor to my Meta Quest 2 to rapid run and test out my VR apps. However running into issues with the set up. The "set oculus as active" option on my Oculus desktop app is not enabling or responding. This seems to be a key problem. I am not sure why, here are some videos from my end: 1. Oculus Desktop App / https://youtu.be/c5zleDI-EIg 2. Unity Editor Settings / https://youtu.be/2qB6kau6bdQ6KViews0likes4CommentsOpenXR News and Feedback Thread
This thread is to highlight latest developments regarding Oculus and OpenXR! If you're running into any issues with OpenXR and/or have feedback to share, leave it as a comment in this thread! Latest Update 7/23/21: Oculus opens full support for OpenXR, deprecating proprietary APIs! Full Support for OpenXR means that we: Help developers build new applications with OpenXR via our Developer Site Perform QA testing of OpenXR to ensure features are working Address bugs when reported Provide developers API access to new capabilities via OpenXR A year from now (August 31, 2022), Compatibility Support for Oculus Native Mobile and PC APIs will end and they will be Unsupported. Existing applications will continue to function on Oculus devices, but our level of support will change. Read the full details in the following blog: https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/ Past Updates 7/23/20: As of v19, we are officially supporting OpenXR 1.0 implementation. Developers can now submit their OpenXR apps to the Oculus Store. For mobile, please use the OpenXR loader that shipped with v19 or higher. You can find the latest PC SDK version here and the latest version of the OpenXR SDK here. Known Issues (will be fixed in future release): Grip pose is misaligned. Action spaces continue to track even when isActive == false, which is conformant but misaligned with other runtimes. This will cause issues if relying on on tracking state vs. isActive for rendering hands. Parent interaction profile bindings are missing for non-natively supported profiles (everything besides the Simple, Touch, and XBox controller profiles). If you have any questions regarding this release, please post them as a reply to this thread!32KViews4likes22CommentsWhy is my "hand tracking subsystem" not being recognized by Unity?
I keep getting the error message below when trying to run my game over link. It runs perfectly when built, but I just can't preview it within unity now for some reason (I haven't had issues previewing it in unity for weeks)3.5KViews1like3Comments