XR Tracked Keyboard not being tracked in Unity Scene
Hi All, I was wondering if anyone has come across any similar issues with trying to integrate a tracked keyboard within their scenes. I am trying to connect the Logitech MX Mini Keys keyboard and have it appear in my scene. I am using a Meta Quest Pro and Unity 2022.3.19f1. I have installed the Meta XR All in One SDK. I have followed the steps outlined here Integrate OVRTrackedKeyboard Prefab: Unity | Oculus Developers I have run into a few issues, and understand from Meta that passthrough hands are unavailable during debugging. My keyboard does not seem to appear but only sometimes as a black rectangle that cannot be moved and I keep getting the following warning symbols "local dimming feature is not supported" "d3d11: Creating a default shader resource view with dxgi-fmt=98 for a texture that uses dxgi-fmt=99" "[OVRPlugin] XR_PASSTHROUGH_LAYER_PURPOSE_TRACKED_KEYBOARD_HANDS_FB is not yet supported on windows (arvr\projects\integrations\OVRPlugin\Src\Util\InsightMrManager.cpp:959)" "[OVRPlugin] Failed to create a passthrough layer with error -1 (arvr\projects\integrations\OVRPlugin\Src\Util\InsightMrManager.cpp:220)" "Invalid state passed into TrackedKeyboardVisibilityChanged ErrorExtensionFailed UnityEngine.Debug:LogWarning (object) OVRTrackedKeyboardHands:TrackedKeyboardVisibilityChanged (OVRTrackedKeyboard/TrackedKeyboardVisibilityChangedEvent) (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Scripts/OVRTrackedKeyboard/OVRTrackedKeyboardHands.cs:528)" "d3d11: failed to create 2D texture shader resource view id=1930 [D3D error was 80070057]" I have tried to redo the whole thing in case I missed a step. I have also tried not having passthrough enabled but that throws other errors. I had to add a Surface projected Pt Plane for the passthrough object to stop throwing errors. I followed this tutorial for this Surface Projected Passthrough Tutorial: Unity | Oculus Developers I am finding it hard to try and troubleshoot this issue as everytime I add print statements in the code, when it refreshes, it redownloads metas original code so I am unable to modify it. I was wondering if anyone had any similar issues or any advice on how to tackle this. I have tried to publish my app so i can see if the issue is simply fixed by deploying it but that can take up to a week for it to be approved. So in the mean time if anyone has any ideas on how to go about this, i will be very grateful. I am willing to try anything at this point :))772Views1like0CommentsPossible to place some virtual object behind a passthrough layer and some in front?
I am trying to create a mixed reality game and in order to make my environment and scene, I would like to hide some virtual elements behind the passthrough layer and only reveal them after an event happens. Kind of like how the passthrough windows work in Ocean Rift MR where the window into the virtual ocean world is show when a window is drawn by the player. Currently, I can only find information about either overlaying all my virtual object onto the passthrough which is default or the reverse. But there seems to be no easy way have some elements in front and some behind at the same time.647Views0likes0CommentsQuest 3 passthrough Masking Question
I've been trying to figure out how to replace the passthrough video ceiling with a VR scene like in the First Encounters demo or the Discover app on Github. I've tried working with the layers and copying the shaders from the Discover app, but haven't made any progress. Does anyone by chance know how to mask the passthrough video to reveal the VR scene underneath? I would be super grateful for any advice. Thanks!1.5KViews0likes2Commentsuse passthrough to recognize AR Marker or use object detection that can be seen in passthrough
I'm making a game that moves with my body using Passthrough. It is difficult to use IMU sensors for all objects. So I want to attach an AR Marker to an object so that the virtual object follows the movable object. Is it possible? Or is Object Detection available on the SDK?6.6KViews4likes4CommentsQuest Pro: Access camera passthrough for further work
Hi, is it possible to access the passthrough camera stream on the Quest Pro? I read on the blog for the Quest 2 it is deactivated in regards of privacy. Just want to check here if this is still the case for the Pro. What we intent on doing is to look for a QR-Code in the camera and further work in this. Or is there any other way to get camera-access?3.7KViews4likes3Comments3d object have a bit movement on Passthrough mode
hi all, I am new for trying the passthrough on quest 2 with unity. I got a little question. When my headset is moving around, the 3d object also have a little movement, I want to know that what will cause that movement. hope someone will know. https://drive.google.com/file/d/1bIlhJdl-6npxfT-kAR7FPH1IU9h7o6Dz/view1.5KViews0likes2CommentsModifying passthrough rendering using a shader
I have a shader I've written that modifies the color/rendering style of whatever is behind geometry that has the shader applied to it. It works great, but if I view passthrough behind the shader, the passthrough renders as black wherever the shader is. What gives? Any idea how to fix this situation? This is fundamental to the entire project I'm working on for Quest Pro. This post gives some insight into what may be going on: https://communityforums.atmeta.com/t5/Talk-VR/Scan-QR-code-with-passthrough-camera/m-p/959717 but I still need to find a solution. It seems that there should be a way for a shader to modify passthrough without compromising the users video feed from a security/safety standpoint.1.3KViews0likes0Comments