OSC/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 response4.3KViews2likes8CommentsUnity + 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.Solved5.7KViews0likes16CommentsETA on MetaXR plugin with UE5.6 support?
Is there anyone on here who works for Meta and can give an indication of when the MetaXR and Meta Platform plugins will be upgraded to support ue5.6? Using UE5.5 with OVR API enabled via the MetaXR plugin creates a visual cutoff artifact in non-opaque materials and some opaque materials in a far right sliver of the right display, as discussed in This Thread. It seems that 5.6 potentially does not have this issue, so I'm left waiting either for a 5.5 version of the MetaXR plugin that fixes this artifact or a 5.6 version.107Views0likes1CommentHigh crash rate of GameActivity onPauseNative
In my app available on the store, data analysis has frequently shown the occurrence of this crash issue: 1. Crash Type: App Not Responsive Crash Reason: oculus:android_anr:com.google.androidgamesdk.GameActivity.onPauseNative 2. Crash Type: App Not Responsive Crash Reason:oculus:android_anr:com.google.androidgamesdk.GameActivity.onSurfaceDestroyedNative I suspect the issue occurs during user IAP (In-App Purchase) because I occasionally experience a crash when canceling a purchase.257Views5likes1CommentQuest Headset Freezing and Unresponsive During Gameplay, Unable to Force Shutdown - Seeking Advice!
Hello everyone, I am a developer for a VR game and we've received multiple user reports about a critical issue. Our game appears to be causing the Meta Quest headset to freeze and become completely unresponsive. Below is a user review that describes the problem: "I would give it 5 stars, but it broke my headset. My game froze and I couldn't shut my headset off, press any buttons without them not working, I couldn't even open up to the boot screen. This game is awesome but it breaks your headset. I held my power button for 5 minutes and it did nothing. Eventually my headset restarted and it started working again but I definitely would not recommend playing this game until this issue is fixed. Edit: This is a reply to the developer response. My game froze as I was coming out of the giant room after going through the portal with the key. I could not do anything and if I moved my head, that frame would move around creating a VERY nauseating experience. No buttons worked at all including the power button. This happened twice but the first time it was at a different spot, and for not as long." When the game freezes, it fully locks up the headset; surprisingly, even the physical power button fails to respond, which should normally force a shutdown. Investigation Efforts: We have already attempted the following methods to replicate the issue: Log Writing Test: We used a code to continuously write logs to fill up the Quest's storage. Even after the storage was completely filled, the game continued to operate normally. Memory Leak Simulation: We deliberately created a memory leak to exhaust the system's memory. This resulted in the game freezing, but the headset could still be normally shut down and restarted. Seeking Advice: Has anyone else encountered a similar issue with their applications? How could an application potentially affect the functionality of a physical button like the power button on the Meta Quest? This seems technically implausible, and we are trying to understand the scope and root cause of this problem. We are at a loss for other potential causes that might lead to this issue. Does anyone have any insights or suggestions on what else we could try? We appreciate any insights, suggestions, or similar experiences you could share to help us resolve this issue. Thank you!Solved1.2KViews1like3CommentsMeta XR Simulator does not support OpenGL, while SDK does
Hello, I've tried to launch the hello_xr example from OpenXR-Source-SDK with OpenGL backend. There is the (shortened) output: $ XR_RUNTIME_JSON=/d/meta_xr_simulator/meta_openxr_simulator.json ./hello_xr.exe -G OpenGL [12:03:20.094][Info ] Press any key to shutdown... [Meta XR Simulator][00000.003322][V][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:31] Initializing configuration man ager [Meta XR Simulator][00000.003511][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:43] Configuration path not set, de fault value will be used: D:\meta_xr_simulator\config\sim_core_configuration.json [Meta XR Simulator][00000.003831][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:148] Persistent Data loaded from " C:\Users\adik\AppData\Roaming\MetaXR\MetaXrSimulator\persistent_data.json" [Meta XR Simulator][00000.004080][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:179] Configuration loaded from "D: \meta_xr_simulator\config\sim_core_configuration.json" [Meta XR Simulator][00000.004275][I][arvr\projects\openxr_simulator\src\logs\sim_logs_service.cpp:150] Saving log to 'C:\Users\adik\AppD ata\Roaming\MetaXR\MetaXrSimulator\logs\meta_xrsim.log' 16/08 12:03:20.100 {DEBUG} [AnalyticsLifeTime] Pre initialization finished. 16/08 12:03:20.100 {DEBUG} [AnalyticsLifeTime] Post-migration initialization finished. % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 29 0 29 0 0 189 0 --:--:-- --:--:-- --:--:-- 190 [Meta XR Simulator][00000.192175][I][V][arvr\projects\openxr_simulator\src\interface\sim_main.cpp:53] xrNegotiateLoaderRuntimeInterface( ): loaderInfo: minApiVer(1.0.0) maxApiVer(1.1023.4095) [Meta XR Simulator][00000.192363][I][arvr\projects\openxr_simulator\src\sim_xrapistack.cpp:134] Interop is activated. All other graphics API will be supported through the Vulkan compositor [Meta XR Simulator][00000.192504][I][arvr\projects\openxr_simulator\src\sim_xrapistack.cpp:151] Set up XrApiLayers (Product Flavor Publi c, Version 1.77.0, Batchmode 0) [Meta XR Simulator][00000.192858][I][arvr\projects\openxr_simulator\src\plugin\sim_xrapilayer_plugins.cpp:47] [XrApiLayerPlugins] Plugin s folder found: D:\meta_xr_simulator\plugins [Meta XR Simulator][00000.193052][I][arvr\projects\openxr_simulator\src\plugin\sim_xrapilayer_plugins.cpp:20] [XrApiLayerPlugins] Plugin found: InputPlugin ... [Meta XR Simulator][00000.209127][W][V][arvr\projects\openxr_simulator\src\sim_xrapistack.cpp:378] Extension XR_FB_body_tracking is not supported for device type Oculus Rift S [12:03:20.306][Info ] Available Layers: (0) Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_op engl_enable Error [GENERAL | xrCreateInstance | OpenXR-Loader] : xrCreateInstance failed [12:03:20.307][Error ] XrResult failure [XR_ERROR_EXTENSION_NOT_PRESENT] Origin: xrCreateInstance(&createInfo, &m_instance) Source: C:\Users\adik\Downloads\OpenXR-SDK-Source\src\tests\hello_xr\openxr_program.cpp:200 [Meta XR Simulator][00000.211189][I][arvr\projects\openxr_simulator\plugins\InputPlugin\input_plugin.cpp:109] onPluginStateChange(3 -> 4 ) [Meta XR Simulator][00000.211297][I][arvr\projects\openxr_simulator\plugins\InputPlugin\input_plugin.cpp:97] InputPlugin will be deregis tered It clearly does not support XR_KHR_opengl_enable extension. This is surprising, since SDK seems to support it https://github.khronos.org/OpenXR-Inventory/extension_support.html#meta_pc D3D11 hello_xr backend works fine.Solved172Views0likes2CommentsProblem with implementation of XRInputSourcesChangeEvent on Quest browser
Hi, I'm working on the development of a WebXR application and I've recently noticed an issue when the input controllers are temporarily lost and "reconnected". The reconnection triggers a XRInputSourcesChangeEvent event with an "added" property listing XRInputSource objects associated to each controller that is reconnected. These XRInputSource objects are supposed to have a gamepad property but it seems that this property is not set correctly (it's null) when a controller is reconnected. The problem doesn't occur the first time the controllers are detected after the initialization of the XRSession. The problem isn't reproduced on a different browser (wolvic). Environment: - Headset: Meta Quest 3 - Version: 64.0.0 Expected behavior: XRInputSourcesChangeEvent should provide an "added" property listing XRInputSource objects with a properly initialiazed gamepad property when a controller is "reconnected". Any idea for a workaround until a fix is implemented would be appreciated.727Views0likes1CommentFIX YOUR LINK SOFTWARE
PCVR with Link is the absolute worst software I have ever used almost daily I will be in iRacing and the Link glitches out, the entire community knows it's trash and always suggest using Virtual Desktop. I Have recently purchased a Bigscreen Beyond 2 headset and will never use Quest again constant software updates and glitches. learn how to code software that doesn't suck.29Views0likes0Commentsv79 Dialog-Related Crashes in Android Settings
Since the v79 update, various dialogs in the Android Settings app are no longer accessible and crash the Android Settings app when opened. This includes, but is not limited to, the following: WiFi & Internet -> Private DNS Accessibility -> [ANY SERVICE] -> Turn On System -> Developer -> Wireless Debugging -> Pair with Pairing Code The following error is visible in LOGCAT: FATAL EXCEPTION: main Process: com.android.settings, PID: 2626 java.lang.IllegalStateException: You need to use a Theme.AppCompat theme (or descendant) with this activity. at androidx.appcompat.app.AppCompatDelegateImpl.createSubDecor(AppCompatDelegateImpl.java:926) at androidx.appcompat.app.AppCompatDelegateImpl.ensureSubDecor(AppCompatDelegateImpl.java:889) at androidx.appcompat.app.AppCompatDelegateImpl.setContentView(AppCompatDelegateImpl.java:772) at androidx.appcompat.app.AppCompatDialog.setContentView(AppCompatDialog.java:99) at androidx.appcompat.app.AlertController.installContent(AlertController.java:232) at androidx.appcompat.app.AlertDialog.onCreate(AlertDialog.java:278) at android.app.Dialog.dispatchOnCreate(Dialog.java:436) at android.app.Dialog.show(Dialog.java:325) at androidx.fragment.app.DialogFragment.onStart(DialogFragment.java:973) at androidx.fragment.app.Fragment.performStart(Fragment.java:3173) at androidx.fragment.app.FragmentStateManager.start(FragmentStateManager.java:625) at androidx.fragment.app.FragmentStateManager.moveToExpectedState(FragmentStateManager.java:290) at androidx.fragment.app.FragmentManager.executeOpsTogether(FragmentManager.java:1938) at androidx.fragment.app.FragmentManager.removeRedundantOperationsAndExecute(FragmentManager.java:1841) at androidx.fragment.app.FragmentManager.execPendingActions(FragmentManager.java:1778) at androidx.fragment.app.FragmentManager$5.run(FragmentManager.java:564) at android.os.Handler.handleCallback(Handler.java:958) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loopOnce(Looper.java:218) at android.os.Looper.loop(Looper.java:310) at android.app.ActivityThread.main(ActivityThread.java:8250) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:552) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:978) This is a regression from v78 and prior versions, where these dialogs all worked as expected.84Views0likes1CommentS2S REST request not working on some users
So I have a backend for my game and I want to call some S2S requests to get user's data, purchaes and verify purchases. I am using the end point https://graph.oculus.com/${APP_ID}/viewer_purchases to get user's purchases. I provide access_token, user_id, and fields. Just like it mentions in the documention for IAP here https://developers.meta.com/horizon/documentation/native/ps-iap-s2s. The requests are working just fine with some users, but sometimes i enter a user id and get this error: here is an example of it working: if i just enter a random user id: (translation: it says thats an invalid user id) This is not just for this user, it happens for many users. Also it is happing for other requests like https://graph.oculus.com/${USER_ID} to get verified org_id and in consuming and verifying requests. I know that some of these requests dont work for meta test users (users that meta itself uses to test the game) but these users are real players. If anyone has any idea why this is happening please let me know. Side note: the consume_entitlement request also doesn't work sometimes where it throws a 500 is_transient error with code 2 but it still consumes the purchase correctly. weird...54Views0likes0Comments