Bug in latest Quest 2 Os Version, createScreenCaptureIntent not working
Last version of Oculus 2 software Version: 32.0.0.58.353.311069636 OS Version: user-18371800151900000 Edit: Latest version still not working Version: 33.0.0.46.367.328965050 OS Version: user-19130100108500000 Edit2: Latest version still not working Version: 34.0.0.91.366.316373824 OS Version: user-20169900217500000 Edit3: Latest version now working Version: 42..... But not working with handtracking. Confirm screen has it disabled and cannot do anything untill user picks up a controller and confirms/denies it. has a new bug (was working in previous version 31.1....) and is working fine on other devices with android 10 The new bug is with asking for screen capture permission, If an app asks for it, exception is thrown. This should be working, there is no other way to get the required permission for screenCapture / recording private final ActivityResultLauncher<Intent> resultLauncher = registerForActivityResult .... .... MediaProjectionManager mediaProjectionManager = (MediaProjectionManager) getSystemService(MEDIA_PROJECTION_SERVICE); resultLauncher.launch(mediaProjectionManager.createScreenCaptureIntent()); throws android.content.ActivityNotFoundException: Unable to find explicit activity class {com.android.systemui/com.android.systemui.media.MediaProjectionPermissionActivity}; have you declared this activity in your AndroidManifest.xml? at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:2056) at android.app.Instrumentation.execStartActivity(Instrumentation.java:1716) at android.app.Activity.startActivityForResult(Activity.java:5211) at androidx.activity.ComponentActivity.startActivityForResult(ComponentActivity.java:574) at androidx.core.app.ActivityCompat.startActivityForResult(ActivityCompat.java:234) at androidx.activity.ComponentActivity$2.onLaunch(ComponentActivity.java:208) at androidx.activity.result.ActivityResultRegistry$2.launch(ActivityResultRegistry.java:166) at androidx.activity.result.ActivityResultLauncher.launch(ActivityResultLauncher.java:47) Any suggestions? Or is my only option to hope they fix it in another version?Solved28KViews6likes46CommentsEye Tracking not working on Unity. Pls help sad devs make cool things faster :)
Spent a god awful amount of time trying to get eye tracking working to no avail. tl;dr: it seems like there's an issue with permissions generated in the manifest generation stage somewhere. inspired by https://forums.oculusvr.com/t5/Quest-Development/Movement-SDK-features-fail-to-start-on-Quest-Pro/td-p/994198 Repro and debug info: Unity V2021.3.12f1 Oculus XR Plugin V3.2.1 Oculus Integration v46.0 OVRCameraRig - Quest Features (Eye Tracking Supported) OVRCameraRig - Permission Requests on Startup (Eye & Face) Test Scene: Assets/Oculus/SampleFramework/Core/DebugUI + two cubes with OVREyeGaze enabled File -> Build Settings -> Project Settings -> XR Plugin Management -> Oculus -> Android icon -> Quest Pro checked Summary: Looking at the manifest in the generated apk (used Android Studio to inspect), I see that face tracking tags are included but eye tracking tags are missing. Additionally, when starting the app with these settings the face permissions prompt will pop up but not the eye tracking prompt. If you switch eye tracking support to be required, then the app will crash. Could be something else but there's my two cents ¯\_(ツ)_/¯ Let me know if any of y'all are able to get it working somehow!Solved13KViews1like12CommentsH.264 Video is unstable on Quest 3 (black screen/freezing) - No issue on Quest 2
Hello! Our team has been developing a 360 video-based app for Quest (using Unity game engine). After getting Quest 3 headsets, we've discovered evidence that video playback is unstable on the Quest 3, when we had no issues on the Quest 2 with the same APK build. Specifically, the H.264 codec is not stable on the Quest 3 and we are having issues with the video either turning black when paused (via AVPro Exoplayer Unity plugin), or not being able to resume playing after being paused (via the built-in Unity video player or Meta Quest TV app). The H.265 codec appears to work just fine, however we aren't always able to use this format and we want H.264 to work. The issues for H.264 are present both in our Unity app and also in the Meta Quest TV app, indicating this is a hardware/OS-level issue with the decoder for H.264 video only on Quest 3, and not on Quest 2. I have been able to prove this via Android Logcat error messages I have captured while playing video (see below). Below are my observations when testing video playback on the Meta Quest TV app, Unity via AVPro, and Unity via the built-in Unity video player. The below is consistent when using either 8k (7680x3840) or 5.7k (5760x2880) 2D (equirectangular) 360 video at 29.97 fps. MetaStoreHelp or Ryanality could you please pass this important information along to the appropriate engineering teams? *NOTE: I am unable to post the full information in this post because my post gets marked as spam if I do, presumably due to the long length of my post. As a workaround, I have posted the information over on the AVPro Github. Please see here for all of the full information, including Android Logcat error messages: https://github.com/RenderHeads/UnityPlugin-AVProVideo/issues/1660#issuecomment-176224492910KViews2likes15CommentsProblem with MediaProjection and permission dialog
Hi Im new to oculus development (Oculus Quest 2) and im trying simple app for making screenshots and screen recording. But im having a problem with permission to retrieve MediaProjectionApi I start activity for result, and the standard android dialog for permission shows but, but without allow/deny buttons, so im stuck. This is the dialog, sorry for the phone pic, but build in screenshot does not show this dialog. Found simmilar issue here https://github.com/rom1v/sndcpy/issues/75 but no solution either. My code for showing this dialog. This is in my MainActivity and the testMediaProjectionPermission method is call as onClickListener from a button. ActivityResultLauncher<Intent> resultLauncher = registerForActivityResult( new ActivityResultContracts.StartActivityForResult(), new ActivityResultCallback<ActivityResult> () { @Override public void onActivityResult(ActivityResult result) { if(RESULT_OK == result.getResultCode()) { Log.d(TAG, "Media projection permission granted"); MediaProjectionManager mediaProjectionManager = (MediaProjectionManager) getSystemService(MEDIA_PROJECTION_SERVICE); MediaProjection mediaProjection = mediaProjectionManager.getMediaProjection(result.getResultCode(), result.getData()); Log.d(TAG, "Successfully retrieved mediPerojeciton="+mediaProjection); } } }); private void testMediaProjectionPermission(View view) { MediaProjectionManager mediaProjectionManager = (MediaProjectionManager) getSystemService(MEDIA_PROJECTION_SERVICE); resultLauncher.launch(mediaProjectionManager.createScreenCaptureIntent()); } Any advice would be appriciated. Any kind of workaround or another option to record screen other then the build in caster.Solved9.9KViews1like10Commentsoculus verification not working.
I am trying to verify my developer account because it will be required soon and since I don't have a verified business I wanted to do admin verification. when I tried to verify though I accedently closed the page and now it is under review but I think I broke it because there's nothing to review and I don't know if it will be reviewed and I won't be able to verify it.Solved6.8KViews2likes20CommentsPassthrough API no longer working
Hey all, I am currently working on an application that uses the Passthrough API available for unity and everything has been honky dory. Until this morning. Knowing that I have to use powershell to get the API to work every time I turn on my Quest 2, I did that this morning and this time it did not seem to work. Thinking I botched something in my code I went back to older versions of my app and it STILL is not working. Did Oculus release a silent update for this? I noticed that it even gave me a popup in the headset for apps that are using the Passthrough API (something I do not remember noticing before). Please tell me I am missing something simple here because I really do not know where to go from here, my development is at a complete halt now. Thankful for any responses!Solved6.4KViews1like11CommentsUnity 6000 - Head tracking issue
Hello, After newest version of Unity 6000, i have issue with head tracking. Every time i create new project, import Meta XR All-in-One SDK(Currently 65.0 v, same with 64.0), everything works fine, except head tracking. when i do exactly the same with unity older version (for example 2022.3.15f1) tracking works. there are few things i can mention. during launch, frame rate is like 72 FPS, when normally its 600+ gives two errors and a warning. all i do is install unity editor(right now its 6000.0.2f1), create empty project(Clean project without anything), import SDK and launch. -----------------------------------------Error SerializedObjectNotCreatableException: Object at index 0 is null UnityEditor.Editor.CreateSerializedObject () (at <26627f99a7af447db68cd5961117dc4a>:0) UnityEditor.Editor.GetSerializedObjectInternal () (at <26627f99a7af447db68cd5961117dc4a>:0) UnityEditor.Editor.get_serializedObject () (at <26627f99a7af447db68cd5961117dc4a>:0) OVRManagerEditor.OnEnable () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/Editor/OVRManagerEditor.cs:39) -----------------------------------------Error Saving Prefab to immutable folder is not allowed: Packages/com.meta.xr.sdk.interaction.ovr/Editor/Blocks/InteractableItems/Prefabs/[BB] Pokeable Plane.prefab UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets (string[],string[],string[],string[],string[],bool) -----------------------------------------Warning Your project uses a scriptable render pipeline. You can use Camera.stereoTargetEye only with the built-in renderer. UnityEngine.Camera:set_stereoTargetEye (UnityEngine.StereoTargetEyeMask) OVRCameraRig:EnsureGameObjectIntegrity () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVRCameraRig.cs:603) OVRCameraRig:Awake () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVRCameraRig.cs:190) Any clue?5.9KViews2likes10CommentsUnity + Quest: repeated VK_ERROR_INITIALIZATION_FAILED error
I am updating an existing Quest game to use the latest Oculus integration etc. The game runs fine for a minute or so and then the visuals of the game freeze on one frame and the following is repeated on the log. It appears that the game is still running fine in the background because I can hear sounds that suggest that it is running fine, besides the visuals. Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2329) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2330) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2331) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2332) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 I am about to start the trial and error process to determine what the parameters are that cause the issue and what devices are affected by it. Here is some of my build information: Unity 2022.2.15f1 Oculus XR Plugin 3.3.0 Oculus Integration 53.1 (1.85.0) Device: Quest Pro System Version 50000390062500330 Version 53.0.0.147.132.475553041 Runtime Version 53.0.0.147.132.475553298 OS Version SQ3A.220605.009.A1 Please let me know if you have any information or if it might be a known issue with my software versions.Solved5.6KViews0likes16CommentsQuest Pro eye-tracking not working: "com.oculus.bodyapiservice keeps stopping"
I've recently struggled with the eye-tracking function in Quest Pro. Have followed all the suggestions in this forum and still can't have it work. I have downloaded the latest Movement SDK sample, and configured all settings (OVR camera rig; XR plugin management; Oculus plugin setting; Andriod manifest; Oculus App in windows PC). However, I get the app error "com.oculus.bodyapiservice keeps stopping" on the headset. I can either select close app or app info from there. While the "close app" option lets the scene run, the eye tracking/face tracking is not working. Meanwhile there is no error in the unity editor or debug log. I saw people had similar issue very recently and can't to find a solution. I wonder whether more people are experiencing the same and know what might be the problem? Debug and version info: Unity V2021.3.15f1 Oculus XR Plugin V3.2.2 Oculus Integration v46.0 OVRCameraRig - Quest Features (Eye & Body & Face Supported, tried Required too) OVRCameraRig - Permission Requests on Startup (Body & Eye & Face) Thanks, Shu5.3KViews2likes4CommentsOSC/WebSocket/MQTT to Quest
Hi there, I'm trying for a few days to have something working on UE4.27 and I'm hitting a wall. I've made a blueprint where i'm able to receive OSC input data from a remote laptop to a UE4.27 app that then triggers an event (for now print something or play a specific audio cue). It works flawlessly on UE4.27 but as soon as I load the project onto the quest and send that same OSC input data it crashes the app on the Quest 2. I tried different ports, data formats but still the same behavior without much logs to learn from which make me wonder if the Quest forbids such incoming IP communication ... could someone confirm whether or not Oculus Quest accepts remote information (regardless of the protocol used). Maybe I'm missing something in the settings somewhere but I couldn't find much information about it. Thanks for your response4.3KViews2likes8Comments