HorizonOS v81 update broke Passthrough in startup Splash Screens
Hi folks, This is for a project in a C++ UE 5.5.3-0+oculus-5.5.3-release-1.109.0-v77.0 engine from official Oculus Branch. A recent update to Horizon OS, likely v81, seems to have changed the way Splash screens are handled to now send the user to a black void with particles and wisps flying by. This has created a big problem for our MR application in that now NO Passthrough is visible during splash, which is causing us to fail VRC (Functional.14). This was not an issue before this OS update. These are the settings and image (PNG with transparency) we are using: Even forcing bAutoEnabled to True in DefaultEngine.ini does not help: Setting to Black also gives the same result, which is the black void with a very low resolution proxy of the PNG we have: For reference, this was the behavior before the v81 update: We also scouted other MR apps and it seems they face similar situations (?) Any help is appreciated as we'd rather not request any waivers during our QA process. Thank you! -Sebastian11Views0likes0CommentsVM for Horizon Desktop Editor
Hi, I have a Mac and obviously can't use Horizon's Desktop Editor. I tried running it on Parallels, but that didn't work. So I was thinking about purchasing a cloud PC on Shadow PC; I think they're Windows virtual machines with a dedicated NVIDIA GPU. Before purchasing, I'd like to know if Desktop Editor would work or not. Or if there's a way to run it on a Mac (Apple silicon) with something other than Parallel Thanks.25Views0likes2CommentsMy project runs on Quest 2 at 18 FPS (GPU-bound), no matter the scene or XR Rig
Our game's Quest performance has always hovered around 36 fps while in development, which I've come to find out was due to high batch counts and complex lit material shaders on every object. But now that I'm back to testing optimization on Android, I've noticed terrible frame rates (10-18) no matter what I disable in the scene. I've even opened up the DemoScene from XR Interaction Toolkit, and it experiences the same unknown GPU-bound issue. Context about my project: Unity 6.0.59f2 running on a Windows 11 PC. Open XR project targeting a Quest 2 and SteamVR release. I have a ton of packages from the Unity Asset Store that I'm using to build the rig, environment, or mini games. I've kept them up to date, checked that they were Unity 6 compatible, and removed any unused packages. Things I've checked: I've used the What If analysis from the Quest Runtime Optimizer tool to find out that the one blank scene I was testing in had a total GPU Frame Time of 0.342 ms. Maybe you can help identify anything in the Renderdoc. Every little setting in Project Settings to be set up the recommended way. The only warnings left in my Meta Project Validation are about depth and opaque textures being on, which are required for Stylized Water 3 (an asset that supports Quest) to run. Also, one more warning about Screen Space Ambient Occlusion but from checking everywhere, that feature is off or deleted. Memory Profiling. RAM usage in these empty test scenes is at 1.54 GB and I've sat in the scene for 20 minutes before without it crashing or getting slower like a RAM overflow would do. There is no spamming of logs, warnings, or errors during runtime on the quest. I checked by turning on Script Debugging and connecting the editor's console to the headset's output. All I found were some regular logs on startup. Suspicious things I've noticed that only happen in my Quest builds (testing in-editor lacks these issues and runs above 50 fps): Dynamic Resolution falls to 0 for my game. But I'm curious if this is the reason for making foveated rendering glitch out so much so that the screen becomes super pixelated in vertical strips across the screen. Only when building will I be notified of shader errors from packages we've been setting up like GPU Instancer pro, Microsplat, and InfiniCloud. I mostly stop the errors by deleting sample packages that we didn't need or in one case commenting out a line of code with an error about fog in the universal render pipeline asset or something. Please help, I've worked on this for four days, and I'm at the end of what I know to try.Solved42Views0likes4CommentsXR Headtracking breaks in build on Meta Quest 3 after headset goes to sleep
1. What happened Recently, we have begun encoutnering an error with our builds of a VR App for the Meta Quest 3 headset. Every now and then, after having our App open on the headset and setting it aside, where it then goes into sleep mode, an unexpected effect will be permenantly applied to the session. When you press the Meta home button on the right controller to bring up the overlay menu, the camera in Unity loses tracking of the headset. The camera gets put into the floor of the scene and the picture does not move along as you move your head around in VR. When you unpause again tracking is regained, but from then on, pausing causes this graphical error consistently. We are uncertain when it began but it is likely related one or both of these changes our project recently went through: - Updating our Unity with the new security patch (We went from Unity 6000.0.51f1 to Unity 6000.0.58f2) - Recent updates to the Meta Quest 3 headset The most likely suspect is the Meta Quest 3 update, as the error is reproducible on older builds made before the security patch. It is additionally not possible on Meta Quest 2 headsets, which supports this idea. We will also be reporting this issue to Meta, as it is unclear if this is an issue that should be solved in Unity's XR systems or in Meta's software. 2. How can we reproduce it using the example you attached I have attached a project built clean from scratch, following Meta's guide found here: https://developers.meta.com/horizon/documentation/unity/unity-project-setup/ Using the attached project, here's a step by step guide how to reach this bug: 1. Make a build for Android with the attached project 2. Load the APK onto a Meta Quest 3 headset 3. Open the app and verify head and hand tracking are working in the scene 4. Set aside the headset for around 30 seconds (this has been the most consistent timing for us to reproduce this bug) 5. Put the headset back on and verify that everything is still working as expected (move your head and hands, pause using the Meta Home Button, etc.) 6. Set aside the headset again for another 30 seconds 7. Put it one once again 8. You should now see that, when you bring up the Meta overlay menu with the Meta Home Button, the camera in Unity gets stuck in the floor and loses tracking. When you unpause, tracking is regained. But from then on, tracking is lost every time you bring up the Meta overlay menu. Additional info: - The bug goes away again if you do another round of setting the headset aside for 30 seconds. Doing so will give you a none buggy session again. Presumably more 30 second cycles will continue to switch between having the error and not having it Link to repo with the test project: https://github.com/PeterrificHC/XRSleepPauseError51Views1like2CommentsUnity 6.2.7f2 Simple Lit Shadergraph bug - Opaque shader is transparent on SDK v77 and v78
From our testing, we have come to the conclusion that simple lit shadergraph materials are transparent when played in mixed reality games. I am attaching two previews of different materials applied to four cubes in the scene, and then viewed on a meta quest 3 passthrough mode. The cubes have different materials with different parent shadergraphs and are labelled as such: (from left) Lit shader graph Simple Lit shader graph Unlit Shader graph Hard coded lit shader As apparent from the image, the problem resides in any material using any simple lit shader graph, if: material overrides is enabled in shader graph material override specifically being used in materials is not necessary for this bug to appear. As far as our testing tells us, the render order is still respected as you cannot see the left most cube through the transparency of the simple lit cube. So they aren’t turning into transparent shader, just appearing as one. Testing: 6.1.3f1: The engine worked flawlessly but had to be upgraded to 6.2.7f2 due to the security issue 6.2.7f2: Simple lit shader graphs are transparent, even if created from scratch Meta SDK v77 and v78 for passthrough - Both flawed in Unity 6.2.7f2 and both working in 6.1.3f1 HMD is Quest 3 SDK is Meta All in one, and Meta Core27Views0likes0CommentsHow to occlude objects at a far distance?
I have a big virtual environment with some pillars. Currently, the AR objects are being rendered over the pillars. I would like a way to occlude the objects where the physical pillars are so that the virtual objects appear to be behind the pillars. In the HoloLens and Magic Leap, I would simply include the virtual pillars and put a matte black material on them. The headset would render the black objects (the virtual pillars) as passthrough, and occlude any virtual object behind them, thereby making the virtual objects appear to be behind the physical pillars. How do I do something similar with the Quest 3? When I research this topic, the solution seems to be use Depth API, but my virtual environment is much too large for that solution. How do I get a virtual object to appear behind a physical object that is far away? Thanks.76Views1like6CommentsArtifacts in the corner of the eye with UE5.5 and Quest 3
We migrated our project from Unreal Engine 5.4 to Unreal Engine 5.5 but noticed several artifacts in the corner of the eye while looking to the center. We got reports of motion sickness due to these artifacts. These include blurry square shapes that appear, culling of objects (like metahumans only having eyes and no skin in that area) and UI widget buttons that appear twice or are cutoff in a weird way. The problem does not occur with UE 5.4 and also deploying the same package to a quest 2 has no issues. Deploying the original 5.4 build to the Quest 3, gave no problem so it is clearly an issue with latest Meta XR plugin for 5.5 + Quest 3. We disabled FOV or other image-affecting settings. I also used the VR Template in Unreal Engine 5.5 and the same problem occurs (works fine in Quest 2, artifacts in Quest 3). Someone has a solution please? It would be greatly appreciated since we are stuck at the moment.Solved319Views0likes6Comments