[MetaXRFeature] spamming the unity console with logs when using OpenXR
Hi, when using Unity 2022.3.42f1 and Oculus Link with Meta Open XR feature sdk (com.meta.xr.sdk.core@68.0.2) , I get hundreds of log messages spamming the console similar to: [MetaXRFeature] OnAppSpaceChange: 144292415606376081 UnityEngine.Debug:Log (object) Meta.XR.MetaXRFeature:OnAppSpaceChange (ulong) (at ./Library/PackageCache/com.meta.xr.sdk.core@68.0.2/Scripts/OpenXRFeatures/MetaXRFeature.cs:228) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) In general there is no way I see to turn off these kinds of logs from MetaXRFeature.cs which is very annoying. A few would be ok, but I'm seeing hundreds691Views6likes0CommentsOpenXR and Meta XR SDK at the same time
When I install OpenXR Plugin alongside Meta XR All-in-One SDK I get this warning in Project Validation to use Oculus XR Plug-in instead of OpenXR. What is the recommended/correct approach to achieve cross-platform compatibility with OpenXR while using Meta XR SDKs in that case? Or should I ignore this warning?1.6KViews3likes0CommentsMetaXR feature causes crash in Editor
I have created a combined Unity project for the Quest and the HTC Vive. I was hoping OpenXR could be used for both, but unfortunately for Quest I still need the Oculus Integration package for the entitlement check and that again requires the Oculus XR plugin. So i cannot use OpenXR for Android builds. But I still want to use OpenXR for PC Windows builds. In the Project Setting for PC I see the MetaXR Feature, which should not be there because I am not building for Oculus. If I disable it I get a noticifcation when I press Play that the feature must be enabled. But when I enable it and then press Play the editor crashes. After upgrading the Oculus Integration package to version 51 I notice a flag 'oculus Quest Quest Support', which is very weird for a PC build target. When I disabled both this flag and the MetaXR feature and pressed Play the editor stil crashed. After restarting the option was gone and replaced with 'Use Mock HMD' What is happening and how can I get rid of the MetaXR feature popup for the PC build? unity 2020.3.19 Oculus Integration version 511.5KViews3likes1CommentUnity OpenXR Meta regression: passthrough doesn't work when focus is lost and regained
Problem: 1. Passthrough initially works fine in the app. 2. Take the headset off, the display goes dark. 3. Put the headset back on, the display turns back on. 4. Unexpected: passthrough no longer works in the app! Also, passthrough doesn't work in the first run after the app has been installed. This is a regression. Passthrough always worked in the last version of the Unity OpenXR Meta package I used, which I think was 2.0.1. Suspected Cause: MetaOpenXRPassthroughLayer.Dispose() in the Unity OpenXR Meta package appears to be broken - it's not idempotent. When Unity's OpenXRCompositionLayersFeature.OnSessionEnd() disposes it, the underlying resources are gone for good. So when OpenXRCompositionLayersFeature.OnSessionBegin() creates a new one, it doesn't work. Version: Unity 6 (6000.0.51f1) My selected XR plugin: Unity OpenXR Meta 2.2.0 Meta Quest 3 I think these packages are irrelevant to this problem, but including the versions anyway: Meta XR Core SDK 77.0.0 Meta MR Utility Kit v77.0.0 Meta XR Platform SDK 77.0.0285Views2likes2CommentsPerformance issue with OVRPlugin using OpenXR backend
Hello, our game is using Unity 2020.3.32f1 and Oculus Integration v39.0.0. We found in profiler that with OpenXR backend, OVRManager takes about 2ms CPU every frame on a Quest 1 device, while it only takes about 0.32ms if we switch back to the legacy OVRPlugin with LibOVR and VRAPI backends. (The profiler data were taken using a new project with only Oculus Integration 39.0 added, and with the sample scene MRC in Oculus/VR/Scenes) With deep profiling on, we found that it is from OVRP_1_16_0.ovrp_GetControllerState4(). We also found that if we remove the battery in 1 or both Oculus Touch controllers, the time drops (with 1 battery removed, it drops to around half and with both removed, it drops to near 0ms, but of course we can no longer play without controllers). As a result of this, we can hardly switch to the OpenXR backend due to the FPS requirement in Quest 1. Anyone knows if I am missing something or is it a problem with the plugin itself? Thank you.2.1KViews1like2CommentsMRUK stopped working on Android build in v77
We've been developing MR features into our app for the past 6 months and recently started testing a release candidate for Horizon Managed Services (HMS) managed headsets (enrolled with ArborXR). We ran into an issue with the Immersive Debugger causing exceptions on headsets set up using HMS/Arbor when using SDK v74. We updated to v77 which fixed the Immersive Debugger issue, but then the MR features stopped working also on headsets running "personal" accounts. It seems like the MRUK is not creating the rooms in the scene, and thus our app doesn't initialise our custom room set up. I've seen posts about needing to have the app registered in the Developers Hub, which we had in the past but deleted. We've created new apps in the developer hub and registered them in the Unity Tools>Platform settings for the Meta SDK and still nothing. We get a log from MRUK Shared saying "Unable to bind OpenXR entry", which I suspect is the issue causing the MRUK to not work. Everything works fine in the Simulator, I've tried also updating the version of the OpenXR plugin, everything I could find online, and still nothing. We are using Unity 6 (6000.0.42f1), Meta SDK v77 with OpenXR integration.176Views1like0CommentsFPS Drop After Splash Screen – Quest 2/3
Hello, While preparing my VR app for Quest Store submission, I’ve encountered a consistent, measurable FPS drop right after the splash screen finishes, and I’d like to confirm whether this is a potential issue for passing the VRC.Quest.Performance checks during review. Behaviour Observed: Immediately after the splash screen disappears, FPS drops below 60 FPS (typically in the 40–50 range) for about 1 second. After that, the frame rate stabilizes at my target (72 FPS) and remains consistent for the rest of the session. The same behaviour occurs even in an empty scene containing only the XR Origin prefab. Performance test video (Unity VR Sample): Test Environment: Unity Version: 6000.0.55f1 XR Setup: OpenXR with Meta XR Plugin (default configuration) Devices Tested: Quest 2, Quest 3s and Quest 3 Measurement Tool: OVR Metrics Tool (FPS graph) Questions: Will this short FPS dip fail the VRC.Quest.Performance check during store review? Does Meta QA measure from application process start or after the splash screen transition? Are there recommended best practices for masking or eliminating this drop? Thanks in advance for clarifying how this behaviour is evaluated in terms of Oculus Store performance requirements.76Views1like1CommentPorting Meta SDK to OpenXR
My app use Meta SDK but i want to port this app to use in PCVR . How i understand i need to use OpenXR for it. Have anyone experience like this? How hard is it to port Meta SDK app to PCVR? Do i need to have two separated applications or i can have in code both OpenXR and Meta SDK?509Views1like0CommentsOpenXR hand-tracking + depth api - is it possible?
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 XR-plugins features as a progressive enhancement. Ex using Unity XR Hands: https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/index.html And Meta Depth API as an enhancement for Quest headsets: https://github.com/oculus-samples/Unity-DepthAPI Currently they seems to not be compatible, or am I'm missing something?2.2KViews1like5CommentsUnity OpenXR plugin Application Space Warp needed
Hi, dev. App Space Warp is such a good feature, but at the current stage I have to switch from OpenXR plugins to Oculus plugins to enable that. From my understanding, for OpenXR plugins, Meta features are enabled by extending the Unity OpenXR feature and calling function from the UnityOpenXR dll. For instance, Meta FoveatedRendering feature makes the native calls FBSetFoveationLevel, FBGetFoveationLevel, etc. Without the knowledge of UnityOpenXR entries, I don't know how to get App Space Warp working with OpenXR plugin. However, I do notice that App Space Warp extention has already been included. Can I expect an official update or is there any API document I can turn to in order to know what are included in UnityOpenXR dll and how to call the native functions.850Views1like0Comments