Memory Error when opening the overlay menu
While monitoring the Android logs, and running my Unity Quest game, and pressing the Oculus button to open the overlay menu, I get this wierd memory error: error getting shared memory region, memory type: Controller, failed with Status(-1, EX_SECURITY): 'requested shared memory When this happens, the game stops receiving controller and headset inputs, so the entire screen freezes that is incredible jarring. Any idea how to solve this? I guess it has something to do with the Focus Aware, and how the Input System works, as it only receives input while being active? I'm using Unity 2021.2.7 with OpenXR Plugin v1.3.0 and the "New" Input System.3.4KViews4likes4CommentsIs there a way to invoke the keyboard overlay in a VR app not made with Unity or Unreal?
In the documentation, there seems to be a way to open the keyboard overlay for Unreal and Unity development: https://developer.oculus.com/documentation/unreal/unreal-keyboard-overlays/ https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/ However there is no indication on how to do the same with a third party engine or app written without using those two solutions, I couldn't find anything in the Mobile SDK docs: https://developer.oculus.com/documentation/native/android/mobile-intro/ Is this functionality available? Thanks in advance for your help!1.3KViews2likes0CommentsWhy is OVR.Get() not returning correct values for Axis2D arguments, on Quest?
I am experimenting with some Quest development, and having trouble getting the thumbstick input values to read. I am able to get buttons and 1 dimensional axes to read, but not 2d axes for whatever reason. Below is a test I did: These give the proper values: Debug.Log("PrimaryIndexTrigger " + OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger)); Debug.Log("One " + OVRInput.Get(OVRInput.Button.One)); These give all zero's or false, and never update in response to controller input: Debug.Log("Two " + OVRInput.Get(OVRInput.Button.Two)); Debug.Log("PrimaryThumbstickDown " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickDown)); Debug.Log("PrimaryThumbstickLeft " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickLeft)); Debug.Log("PrimaryThumbstickRight " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickRight)); Debug.Log("PrimaryThumbstick " + OVRInput.Get(OVRInput.Touch.PrimaryThumbstick)); Debug.Log("SecondaryThumbstick " + OVRInput.Get(OVRInput.Touch.SecondaryThumbstick)); Debug.Log("SecondaryThumbstick " + OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick)); Debug.Log("PrimaryThumbstick " + OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick)); Debug.Log("LThumbstick " + OVRInput.Get(OVRInput.RawAxis2D.LThumbstick)); Debug.Log("LTouchpad " + OVRInput.Get(OVRInput.RawAxis2D.LTouchpad)); Debug.Log("PrimaryTouchpad " + OVRInput.Get(OVRInput.Axis2D.PrimaryTouchpad)); Debug.Log("SecondaryTouchpad " + OVRInput.Get(OVRInput.Axis2D.SecondaryTouchpad)); Funny enough, the a button (the "One" enum) works while the b button ("Two") doesn't. Running Unity 2019.1.2f1 with the latest Oculus android package and Oculus integration. I tried completely removing the OpenVR package as well to no avail. It's all very strange to me, hoping I can find some insight on here.2KViews1like2CommentsTracked Keyboard Sample no longer working
https://developers.meta.com/horizon/documentation/unity/tk-tracked-keyboard-samples/ This sample doesn't work for Unity 2022.3.16f1, Meta SDK v67, Logitech MX Keys Mini for Mac, Pale Gray. Whenever I select the input fields, I couldn't type anything. This probably duplicated but because the previous issue has been marked as solved, I'm creating another one https://communityforums.atmeta.com/t5/Unity-Development/Tracked-Keyboard-SDK-can-t-type-to-the-input-field-in-the/td-p/968879292Views1like0Comments