Meta's handling of xrCreateVulkanInstance requests duplicate extensions, causing crashes
Trying to execute a VR game with Vulkan when OpenXR runtime is set to Meta causes crashes before the application starts, although not always. I have checked with an empty Unity project that it only happens with Vulkan and Meta runtime environment. After much searching, it led me to this thread on the Unity forums from late 2023, early 2024, where someone from the support team clarifies that it is a problem on Meta's part, and they make that clear in this bug report. It's been over a year since this bug was reported to Meta by Unity itself and it still hasn't been fixed, we're unable to progress in the development of our game because of this bug. We need a fix for this critical bug ASAP.128Views3likes0CommentsAPK Signed with Android Debug Certificate
APK Signed with Android Debug Certificate Please sign or rebuild your APK using a production certificate or verify your keystore build settings are correct. I already searched and can't find where I can set this up, someone can help. Oculus + Unity is a big problem, I'm almost giving up publishing my game !!6.8KViews1like6CommentsCamera zooms in when starting my crossed reality game (works fine in the editor)
Hi, I'm working on a simple mixed reality experiment, targeting the quest 3, using Unity and MetaXR. In my program, I created a portal that let's the player go between a virtual world and the real passthrough world. For some reason, even though everything works fine in the editor, when trying out a build locally on the quest 3 the cameras for both eyes "zoom in", as in, it looks like the FOV continuously decreases for a few seconds until it stops in a very disorienting FOV. Video showing the bug Here's some more information: - Using Unity 2022.3.22f1 with URP. Testing on a Quest 3. - I have tried both Multiview and Multi pass; - I'm using a custom stencil shader for the portal effect; - I have added several render object features to the Universal Renderer Data in order to manage how different layers are affected by the stencil shader: - Here is the code for the stencil shader: Shader "Custom/Stencil" { Properties { [IntRange] _StencilID ("Stencil ID", Range(0, 255)) = 0 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" "RenderPipeline"="UniversalPipeline" } Pass { Blend Zero One ZWrite Off Stencil { Ref[_StencilID] Comp Always Pass Replace } } } }398Views1like0CommentsUnable to give permission for All files access
I am currently working on an application that uses a specific document on the users device to transfer information and records between itself and different simmilar applications made by my team (imagine Game A storing its highscores in a shared document so Game B can read those same highscores and incorporate them in Game B). This methodologie allready works on the Hololens 2 which i have also developed for so i assumed it would work on the Quest 3 aswell. After doing some research i discovered that my best bet would be to try to get All File Access letting me access a shared directory between my different games. I found some code online that should help me ask for All Files Permission Access, as that isnt natively supported by unity itself. using var buildVersion = new AndroidJavaClass("android.os.Build$VERSION"); using var buildCodes = new AndroidJavaClass("android.os.Build$VERSION_CODES"); //Check SDK version > 29 if (buildVersion.GetStatic<int>("SDK_INT") > buildCodes.GetStatic<int>("Q")) { using var environment = new AndroidJavaClass("android.os.Environment"); //сhecking if permission already exists if (!environment.CallStatic<bool>("isExternalStorageManager")) { using var settings = new AndroidJavaClass("android.provider.Settings"); using var uri = new AndroidJavaClass("android.net.Uri"); using var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); using var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); using var parsedUri = uri.CallStatic<AndroidJavaObject>("parse", $"package:{Application.identifier}"); using var intent = new AndroidJavaObject("android.content.Intent", settings.GetStatic<string>("ACTION_MANAGE_APP_ALL_FILES_ACCESS_PERMISSION"), parsedUri); currentActivity.Call("startActivity", intent); return true; } } return false; However after trying to ask for permission i am presented with the following screen. I am not able to manipulate the grayed out checkbox with my fingers or controllers. Is there something i did wrong?2.3KViews0likes3CommentsBug Report: Accumulation of Black Passthrough Quads due to OVRTrackedKeyboard
I'm using the Meta All-in-one SDK (v62), and there's a minor bug that is impacting the user experience. Whenever a keyboard is loaded, it creates a passthrough "Quad" with it. The problem arises when it creates a new "Quad" without destroying the existing one, leading to the scene accumulating numerous black passthrough Quads. You can easily reproduce it by toggling "KeyboardQueryFlags" between Local and Remote repeatedly. Its in OVRTrackedKeyboard.cs Script, function : LoadKeyboardMesh() variable : passthroughQuad_619Views0likes0CommentsHandtracking not working in Unity Editor, only in builds
I have tried searching and investigating a lot about this issue, as far as i know is not unity settings related, my teammate is using the same setup as me, he is using the same project synced using GIT, and when he plays in the editor his hand tracking works, and their hands are visible, but mine doesnt work, im so exhausted of looking for solutions, i dont even know what to do i have tried the beta test channel in the oculus settings and other oculus headsets, i have tried quest 2, quest 3 and quest pro, and it doesnt work on my pc, can someone give me any idea on where to start looking to fix this issue? is someone with the same problem as me? im not using OpenXR, just the Meta All in one SDK, and the building blocks, using link with cable All, and even tried the public test channel also, also i have developer mode on the headset Using the building blocks in scene, dropped Camera rig, and hand tracking, made sure hands are well setup with left and right enuns, in the oculus settings, i set these Also in unity i set the Oculus loader , and passed project validation So in short my current status is: Headsets are in Developer mode Oculus PC App Developer Runtime Features: Enabled Connected through Link Unity 2022.3.17f1 Using Meta All in one SDK v60 Desktop: - Processor: 12th Gen Intel Core i9-12900k - Graphics card: NVIDIA GeForce RTX 3600 - Ram: 32 GB - Windows 11 Hand tracking doesnt work in editor, but does work in builds, this is making my developmentiteration speed so slow. please i dont know what to check now, for all my teammates the hand tracking is working in editor but not for me2.1KViews0likes2CommentsOVRHeadsetEmulator doesn't move the view in the Game panel
Hello, I would like to be able to emulate the headset while developing in Unity, so I don't have to build to a device whenever I want to test. However, the OVR Headset Emulator doesn't move the view in the Game panel during play mode. The values of Head Pose Relative Offset Rotation are changing in the script, but I can't move the camera around to look at different things or interact with the UI. I have tried using Unity 2018.2.7, 2018.2.2, and 2017.4.11, and Oculus Integration 1.29. Am I missing something? Has anyone else encountered this? Thank you kindly.17KViews3likes26CommentsCircleSurface doesn't work with RayInteractable (Bug?)
I'm trying to setup a Canvas with a circular Image as a RayInteractable (RayInteractable component sits on the root "RayHoverSelectable" GameObject) but when I assign the CircleSurface in the Surface field of the RayInteractable, it detects it as a rectangular surface, instead of a circular surface (I can see this when I hover over the Image with my ControllerRayInteractor). The hover and unhover events do get fired so the rest of the setup works. Is this a bug or intended behaviour?471Views0likes0CommentsRequesting permissions not working in Quest OS 59
Since we updated one of our Quest 2 devices to operating system version 59 our android code for requesting permissions no longer works. private void checkPermissionsAndInitialize() { // check permissions List<String> PERMISSIONS = buildPermissionList(); if (mainActivity.hasPermissions(PERMISSIONS.toArray(new String[0]))) { intialize(); } else { ActivityCompat.requestPermissions(mainActivity, PERMISSIONS.toArray(new String[0]), PERMISSIONS_REQUEST_CODE); } } @Override public void onRequestPermissionsResult(int requestCode, @NonNull String[] permissions, @NonNull int[] grantResults) { super.onRequestPermissionsResult(requestCode, permissions, grantResults); intialize(); } private void intialize() { Log.d(LOG_TAG, "Build version: " + Build.VERSION.SDK_INT); } This snippet should be straightforward but for some reason the if statement always evaluates to false and onRequestPermissionsResult is never called, so the log is never printed. (The 'hasPermissions' method just uses ActivityCompat.checkSelfPermission on an array.) Also, using 'adb install -g' to grant all runtime permissions doesn't work either! Has anyone had a problem like this before? LucasSolved2.6KViews0likes3Comments