XR Composition Layers are invisible when the MetaXR feature group is enabled
I am using Unity's XR Composition Layers to render a canvas (like a floating desktop) on a Meta Quest 3. The problem I am facing is that the canvas is invisible as soon as the Meta XR Feature Group is enabled. I am using: Unity 6000.1.2f1 Meta XR Core SDK 77.0.0 XR Composition Layers 2.0.0 OpenXR 1.14.3 URP 17.1.0 Unity OpenXR Meta (for passthrough) 2.1.1 The composition layers work well as long as the ‘Meta XR’ Feature Group is disabled in the XR Plugin Management settings for OpenXR. As soon as it is checked, without changing anything else, the composition layer is invisible on device. All my tests on device were done with an actual build, not via Oculus Link, as a build is where is should eventually work. The same issue was posted here on the Unity Discussions Forum. Unity has confirmed that it is caused by a bug in the Meta SDK package, which appears to be disabling certain layers at runtime, which prevents Unity's code from executing properly on the headsets. Is this already being looked into? When can an update be expected? Thank you in advance!637Views0likes6CommentsPassthrough compositing for mixed reality
I tested the passthrough sample to get started (https://github.com/oculus-samples/Unreal-PassthroughSample) and I would like to invert the torch level so that the torch shows the VR scene and the rest is hidden by the passthrough. I tried to set an overlay passthrough over the scene and apply a 0 opacity underlay passthrough on the surface of the torch cone. But If I set reconstructed overlay passthrough on the level blueprint, it looks like it renders always over the surface projected passthrough on the torch, even if it has a lower priority. All the examples in the template seems to apply the passthrough in different geometries over the virtual scene, but never the opposite. Can I have a passthrough scene and choose a surface that only shows the VR scene?541Views0likes0CommentsHow to overlay data in any VR application? - (like guardian does)
Hi. I would like to overlay an object, for example, a box, at a specific place on the Quest 2 display that can be rendered to overlay within any VR application and not just for passthrough. This would be my first step to eventually be able to render real-time point cloud data from an external 3d lidar sensor through unity so that the lidar can detect obstacles and render them onto the headset so that the user can navigate through obstacles without leaving the application he/she is using. Basically, I'm trying to create my own guardian system and space sense. Any links and assistance would be appreciated as I can't find anything through google or youtube.1.1KViews0likes0CommentsHow to display head-locked UI elements over eye buffer on Quest 2?
I want to display small Unity UI elements to the player that can change dynamically. I at first tried to just use a canvas set to screen space but it didn't render to the screen. I tried to use the OVR Overlay except I can't figure out how to make it lock to the player's head. Are there any solutions to the problem I am trying to solve? (Using Oculus Quest 2)5.1KViews0likes1CommentInteracting with an OVROverlay
Hi all, I'd like to understand the capabilities and limitations of OVROverlay better. We're currently investigating if its possible to render an OVROverlay (with a call, from, say, an Android library within Unity) and then interact with that overlay, much like the system UI does (a compositor layer is opened and catches interactions that are not forwarded anymore to the running app). From the docs, I can only find hints for rendering overlays and underlays, but nothing about interacting with them. Is that possible? If yes, are there any docs on how to achieve this effect?1.3KViews2likes1Commentfeature request for overlay layer:expose native shader of overlay mesh in android plantform
First of all, I truly appreciate Oculus's overlay layer tech for media player developers, which make video looks sharper & less judder. My team has been contributing to develop "view-based media player", the main method uses 24 quadrilateras to combine mesh into what just right cover camera's view. it works well while 24 quads rendered by unity mesh & shader, but we want to introduce this method into overlay, letting overlay renders the 24 quad. I check the newest sdk v1.40, the overlay layer tech could coustom their mesh through vertexs & uv & triangle index by OVROverlayMeshGenerator, but there is no way to custom overlay's mesh shader though sdk v1.40. As for as i know, there should be program id created by gles though glCreateShader, which use for overlay mesh shadering. so, could oculus staff update unity's sdk in future to support changing overlay's mesh shader? Somehitng like i can pass gles style shader into api and got the shader id, so i can modify params by native .so libary and render something very flexibly. [dllImport"mylib"] static extern void ModifyMyShader(int shaderId) // get shader id though api in unity void func() { uint shaderId = createOverlayProgram(string vertexShader, string fragShader);// not unity shader, we use gles native shade here // pass it into native libary which share opengl context, so we can modify it ModifyMyShader(shaderid) } // modify shader though shader id in c++ void func_native(int id) { GL_CHECK(glUseProgram(id)); texY = GL_CHECK(glGetUniformLocation(id, "TextureY")); if (texY != -1) GL_CHECK(glUniform1i(texY, 0)); }1.3KViews1like2CommentsOVR Overlay Equirect - Quest Only?
Hey All, Is the OVR Overlay Equirect shape only available on the Oculus Quest? Asking because it currently doesn't work in editor on our PC and the Rift docs don't mention it, but the quest docs do. If it's not available on PC, is there a reason and will it be in the future? As a follow up, we are attempted to create a background for a loading scene but when we create cubemaps it appears we are very far off the ground, I was hoping to solve this issue using equirect shape, is there any other way to solve this? Currently working in Unity 2019.3, URP 7.2 and latest Oculus plugin (19.1) Thanks, Colton568Views0likes0CommentsOVR Overlay - Equirect Quest Only?
Hey All, Is the OVR Overlay Equirect shape only available on the Oculus Quest? Asking because it currently doesn't work in editor on our PC and the rift docs don't mention it, but the quest docs do. If it's not available on PC, why not and any news when it will be? As a follow up, we are attempted to create a background for a loading scene but when we create cubemaps it appears we are very far off the ground, I was hoping to solve this issue using equirect shape, is there any other way to solve this? Thanks, Colton892Views0likes1CommentCreate an overlay app like the OVRMetric tool
Hi all Getting no responses in other forums, no seems like this might be my last shot - I'm looking to create an overlay app like the OVRMetric tool. I'm looking at VR accessibility - in particular simulating the different types of colour blindness for the apps we develop on the GO and Quest. Would be great to have an app to overlay/simulate the loss of some colours in the view to test our previous apps and to inform our UX choices moving forward. Can it be done? Where would one start?892Views1like0CommentsCreate an overlay app like the OVRMetric tool
Hi all Is it possible in unity to create an overlay app like the OVRMetric tool? I'm looking at VR accessibility - in particular simulating the different types of colour blindness for the apps we develop. Would be great to have one app to overlay/simulate the loss of some colours in the view to test our previous apps and to inform our UX choices moving forward. Can it be done with the current oculus SDK? Any tips on a starting direction appreciated! Thanks557Views0likes0Comments