Quests hands tracking is not working in Unity editor
For some reason hands tracking is not working anymore in Unity editor. Tried with Quest Link and with Air Link. Tried in a clean project with the latest updates and Quest Pro. Tried in some old project for Quest 2 (and with Quest 2) where everything was fine a few month ago. Nothing. Checked with Oculus Integration examples - controller ok, hands are absent in the editor. In latest Unity Movement examples eye & face tracking works, controllers works, but no hands tracking, no head movement mirroring, no hands mirroring even with the controllers in the scene. And of course I tried to reboot everything. No errors in editor, but some warnings appear (only sometimes): I will be grateful for any help. Windows 11 Unity 2021.3.4/2021.3.13 Oculus Integration v46 Oculus XR 3.2.2-pre.1 Oculus app version 46.0.0.230.0 (46.0.0.229.0). I tried latest Oculus app, then switched to test channel - no changes. Quest Pro v46.0.0.226Solved7.1KViews0likes10Comments[Unity] Virtual Keyboard feature not working
Greetings. Issue: I and my team attempted to enable Oculus overlay/virtual keyboard but failed. Related links/attempted approaches: Fix attempts by chronology: Trigger VK via Input Field in the old project's game scene Trigger VK via code in the old project's game scene Trigger VK via Input Fields/Buttons in Oculus VirtualKeyboardSample scene in the old project Trigger VK via code in Oculus VirtualKeyboardSample scene in the old project Trigger VK via previous methods, after updating Oculus Integration/OVR Trigger VK via all previous methods in the same project, but migrated in the new repo Created blank Unity project, imported/configured VR-related packages, Oculus Integration/OVR, tried to trigger VK via Oculus VirtualKeyboardSample scene Most of the attempts resulted in this error log: [OVRPlugin] [CreateVirtualKeyboard] m_XR_META_virtual_keyboard extension is not available (arvr\prjects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:12543) Create failed: 'Failure_InvalidOperation'. Check for Virtual Keyboard Support. Unity version 2021.3.26f1 LTS Oculus XR Plugin version: 3.3.0 Oculus Integration versions: 54 and 55 OVRPlugin: 1.86.1 Important note: We tried to run the sample, on the same branch/commit, but on different devices/users. 2 out of 6 developers got the keyboard working as intended, others received the error log mentioned above. Seems very strange to me After all attempts, it looks like there's a problem with the OVRPlugin .dll, and not a problem from our side. Any help/suggestions/tips/solutions would be highly appreciated. Expected result: We can access Oculus Overlay/Virtual keyboard after interacting with text UI elements in VR to edit text.Solved5.5KViews1like3CommentsHow to enable ASW 2.0 on Unity?
I am using Unity 2021.2.6f1 I have XR plugin and Oculus XR plugin installed. For the Oculus XR Plugin, I installed the 3.0 preview version. So in the settings of Oculus I get an option under experimental called: Application SpaceWrap(Vulkan) I checked this option, but nothing seem to change. I do use Vulkan for the build. I also have GLES3 marked as a secondary option, should I disable that? Is there anything else I need to do besides checking that option in the Oculus XR previe?Solved3.2KViews0likes4CommentsTransformRecognizerActiveState is never activating
I haven't been able to get a Transform Recognizer Active State to register as active. I have no issues with Shape Recognizer Active State. Are there any additional steps that are required in order to get a TransformRecognizerActiveState to work? I have also examined it with an Active State Debug Tree UI and it confirms that the shape recognizer is activating but not the transform recognizer. Here is my component setup: Can anyone see or guess what I might be doing wrong?Solved2.5KViews0likes4CommentsDynamic resolution on Unity 6 with OpenXR?
We're forced to use the OpenXR plugin instead of the Oculus XR Plugin on Unity 6 in order to get Application Spacewarp without a forked, obsolete version of URP. BUT this prevents us from using dynamic resolution on OVRManager. When trying to enable it, one gets this error message: Vulkan Dynamic Resolution is not supported on your current build version. Ensure you are on Unity 2021+ with Oculus XR plugin v3.3.0+ Does Meta want us to use the Oculus XR plugin instead of the Open XR plugin? If so, then how would we use application spacewarp (without using that very old fork of URP)?2.3KViews0likes6CommentsOVRInput.NearTouch not working with OVRPlugin with OpenXR backend
Make a Unity 2020+ project. Add OpenXR Oculus provider. Add Oculus Integration (at the time of this writing v39, but doesn't really matter. Tried it with v37 also) Load/make a scene with a controller prefab (could be OVRControllerPrefab or CustomHand). OVRInput.Get(OVRInput.NearTouch.Any)) will always return false. Change to Legacy OVRPlugin and it will return true when touching with thumb or index finger. Anybody know why? It seems to me a bit sloppy to make a plugin that is needed for the platform specific things (passthrough, hands, etc) while advocating for the OpenXR backend but then have this feature broken. In many VR examples you often see a thumbs up gesture being made. That is pretty much impossible with OVRPlugin using OpenXR.2.3KViews0likes3CommentsOpenXR 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?2.2KViews1like5CommentsPerformance 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.2.1KViews1like2CommentsHow to handle being a truly OpenXR game with some Oculus OpenXR features?
Hello, I'm building a game for every platform, Steam and Meta, and it works that way so far. I've read Meta documentation, and it seems like I'm supposed to use Meta's "OpenXR" rig for some features like Dynamic Resolution . Currently I'm using the Hurricane VR and Hexa Rig asset combo (VR - Physics Interactions Bundle | Physics | Unity Asset Store) for my player rig. I've attached a screenshot of the camera settings set up as a generic XR device. If I wanted to use some oculus camera features, how would I organize that for my project? Do I need to make two rigs and switch between them depending on the platform??Solved1.7KViews0likes5CommentsOpenXR 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?1.6KViews3likes0Comments