Need 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/2qB6kau6bdQ6.1KViews0likes4CommentsChange AndroidManifest.xml for AppLab submission.
I'm trying to get my app to be submitted into the AppLab, but I'm running into issues where no matter what I try, I always get those permissions active in my build: android.permission.READ_EXTERNAL_STORAGE android.permission.READ_MEDIA_AUDIO android.permission.READ_MEDIA_VIDEO android.permission.READ_MEDIA_IMAGES android.permission.ACCESS_MEDIA_LOCATION android.permission.READ_MEDIA_IMAGE android.permission.READ_MEDIA_VISUAL_USER_SELECTED My app currently does not use any of those permissions, but I am currently using Oculus Interaction SDK (The old integration), so I have two options, to delete all the code that is tied to those permissions, or use another straighter (to the point) solution like modifying the manifest directly, I tried the following code using custom AndroidManifest.xml file checked on Player Settings: <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.CompanyName.MyApp" xmlns:tools="http://schemas.android.com/tools"> <uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove" /> <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_AUDIO" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_VIDEO" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_IMAGES" tools:node="remove" /> <uses-permission android:name="android.permission.ACCESS_MEDIA_LOCATION" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_IMAGE" tools:node="remove" /> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> <meta-data android:name="com.oculus.vr.focusaware" android:value="true"/> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> </manifest> But it simply did not work, not matter what I tried. I also tried building directly on Android Studio, but it did not work either. I don't know why the custom manifest is not working, well, actually it works but specifically the record audio part. <uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove" /> The other permissions simply stay there. I hope that maybe some good developer can help me with this issue. Unity version: 2021.3.30f1, Using this packages: Thank you very much for your patience 😊2.3KViews1like3CommentsOVRManager.display returning null
Problem: I'm trying to set my Quest 2 headset to 120hz, Calling OVRManager.display returns null Details: I imported the Oculus Integration Plugin then wrote the below code, but when I build and deploy to the headset I get a null reference exception because OVRManager.display returns nulls Additional Info: Unity 2021.3.12f1, building for the Quest 2, I have Quest support disabled. Oculus XR Plugin V3.0.2 XR Plugin Management V4.2.1 Oculus Integration V49.0 BNG VR Interaction Framework 1.82 Thanks in advance for any help!Solved2.8KViews0likes3CommentsAssets\Scripts\xxxx.cs(24,23): error CS0246: The type or namespace name 'xxxx' could not be found (a
When I build to Quest 3 I get errors such as Assets\Scripts\xxxx.cs(24,23): error CS0246: The type or namespace name 'xxxx' could not be found (are you missing a using directive or an assembly reference?) I am able to work in play mode but the build to Quest 3 fails The packages are installed and I checked the manifest.json and the dependencies are there2.4KViews0likes0CommentsSOLVED: Hand Tracking not working in Unity Editor or Windows PC Build
EDIT: This was solved in the v62 update! https://communityforums.atmeta.com/t5/Announcements/Meta-Quest-build-62-0-release-notes/ba-p/1145169 I have been attempting to use Hand Tracking over either Air Link or Quest Link for use in a Windows PC build. After setting up a project and playing a sample scene, the tracked hands are not visible. Hand Tracking is working on the device in the Quest OS and during Quest Link. When the unity app is running and my palms are facing the headset the oculus menu buttons are visible but not the hand mesh. Steps to reproduce: Create new Unity project. Install Oculus Integration and XR Plugin Management (select Oculus as Provider) Open any Hand Tracking supported Scene (I mainly am interested in the Interaction SDK) Hands will not be visible. Depending on the scene, the hand mesh can be seen not moving from it's initial position. Tested on multiple computers (Windows 10 & 11), and multiple devices (Quest 2 & Pro). Both Quest devices are on v47. I have tested this with Oculus Integration v46 and v47.23KViews1like15CommentsThe device disconnects while using passthrough in the PC app.
Device : Oculus quest pro Unity version : 2021.3.26f1 Using the Oculus Intergration(54.1) plugin supported by meta in the asset store. Built an .exe file targeting Windows. On PC, Oculus is linked to Oculus software and C-type cables. This app has 5 to 20 minutes of playtime, and as long as 2 to 3 hours of wait after play. And I've always had Pass through enabled, including wait times. I blocked Oculus from going into sleep mode during the wait time. It worked well for a month or two without any problems, but now the link with Oculus is disconnected after 5 to 30 minutes of running the app. I found a log called 'Server Closed Connection' in OculusClientError and tried the contents of the forum below, but the problem was not resolved. (https://communityforums.atmeta.com/t5/Get-Help/Server-Closed-Connection-Error-can-only-play-for-5-minutes/m-p/702413/highlight/true) Please let me know the cause of the problem or how to solve it.1.3KViews0likes1CommentUnity 2021.3.18f1 - Oculus SDK version 56.0 Build not working on macOS
Building /Contents/PlugIns/AudioPluginOculusSpatializer.bundle/Contents/Info.plist failed with output: System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, String arg) at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace() at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options) at System.Xml.Linq.XDocument.Load(XmlReader reader) at UnityEditor.iOS.Xcode.PlistDocument.ParseXmlNoDtd(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 199 at UnityEditor.iOS.Xcode.PlistDocument.ReadFromString(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 330 at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.ParsePListFile(Byte[]& plistFileContents, String& executablePath, String& bundleIdentifier) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 91 at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.Sign(SignFlags signFlags, BundleSignTarget& signedBundle) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 51 at MacOSCodeSignBundleCopy.Run(CSharpActionContext ctx, Data data) UnityEditor.BuildPipeline:BuildPlayer (UnityEditor.BuildPlayerOptions) BuildPlatform.BuildPlatform:RunOSXBuildProcess752Views0likes0CommentsCrossplatform - Pico G2 4K & Meta Quest 2 Build Conflicts
Hey all, I am working on a project that is targeting a Pico G2 4K and the Meta Quest 2. When building to Pico G2 4K, I get the following issues (image #1 attached) coming from the Oculus build scripts even with Oculus disabled in the XR Plug-in Management settings (image #2 attached). I have attempted to make changes to the Oculus package to prevent these build scripts, and I was able to successfully build the device on Pico G2 4K, but the app fails to run on-start. This indicates to me there is more interference coming from the Oculus package, which is affecting the build process. For more information, I am able to successfully build to Pico by removing the Oculus package. Please let me know if there's any ideas or information that can be shared to help me.1.1KViews0likes0CommentsOVRControllerHands is not displayed in HDRP project
Hi, I made a new project 3D Core, then added OVRCameraRig and OVRInteraction. OVRControllerHands and OVRHands added in OVRInteraction. I Copied HandGrabExamples OVRCameraRig. this worked. But I made a new project 3D HDRP, then added above prefabs like HandGrabExamples. OVRControllerHands is not displayed in HDRP project. Does anyone know how to display OVRControllerHands?639Views1like0CommentsUnity game loading then crashing on Meta Quest 2
Hello! I am making a VR game in Unity, and when I try to launch it, it gives a splash screen, then crashes. It works fine in the Unity Editor, but when I sideload it to the quest, it does it. And note that It was working fine before (When we built other versions earlier back) then, I had not added any packages or anything. When I was on one of the previous builds, (Which was unaffected before) It just started doing it for no reason. I released a new version in an attempt to fix it, but it didn't work. This is a video of what I mean by "crashing", and This is the Oculus Logs File I received from MQDH. Thank you. If you need any more info, let me know.915Views0likes0Comments