Quest app crashes when Mixed Reality Capture is enabled - Oculus SDK v35 Unity
Hello! When OBS Studio (24.0.3) connects to the app for MRC capture, my app is immediately crashing. It happens for the sample MixedRealityCapture scene as well. The MRC capture was working before I updated the Oculus SDK from v23.1 to v35. Tool/SDK Versions: Oculus SDK v35 Unity 2020.3.11f1 Legacy OVR Plugin (OpenXR plugin is not working as well) URP (10.5.0) XR Plugin Management (4.0.6) Oculus XR Plugin (1.9.1) Build Details: Running on Quest 2 Version '2020.3.11f1 (99c7afb366b3)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' ABI: 'arm64' Crash Details: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0 Cause: null pointer dereference backtrace: /system/lib64/libOVRMrcLib.oculus.so (BuildId: 4c5229e67cc9eaa8908c081fd095d039b21f4d1c) /system/lib64/libOVRMrcLib.oculus.so (BuildId: 4c5229e67cc9eaa8908c081fd095d039b21f4d1c) /system/lib64/libOVRMrcLib.oculus.so (ovrm_Update+20) (BuildId: 4c5229e67cc9eaa8908c081fd095d039b21f4d1c) /lib/arm64/libOVRPlugin.so (ovrp_Media_Update+28) (BuildId: 26f7ad9fcbd1190c47cc9b3207d16086590804a0) /lib/arm64/libil2cpp.so (BuildId: 7c92d66f70efaf02c6c721bd01be81a45edfcc56) /lib/arm64/libil2cpp.so (BuildId: 7c92d66f70efaf02c6c721bd01be81a45edfcc56) /lib/arm64/libil2cpp.so (BuildId: 7c92d66f70efaf02c6c721bd01be81a45edfcc56) /lib/arm64/libil2cpp.so (BuildId: 7c92d66f70efaf02c6c721bd01be81a45edfcc56) /lib/arm64/libil2cpp.so (BuildId: 7c92d66f70efaf02c6c721bd01be81a45edfcc56) /lib/arm64/libil2cpp.so (BuildId: 7c92d66f70efaf02c6c721bd01be81a45edfcc56) /lib/arm64/libunity.so (BuildId: 60735f8b4d6bc03c4308ed42b478b19b54fbd4a6) /lib/arm64/libunity.so (BuildId: 60735f8b4d6bc03c4308ed42b478b19b54fbd4a6) /lib/arm64/libunity.so (BuildId: 60735f8b4d6bc03c4308ed42b478b19b54fbd4a6) /lib/arm64/libunity.so (BuildId: 60735f8b4d6bc03c4308ed42b478b19b54fbd4a6) /lib/arm64/libunity.so (BuildId: 60735f8b4d6bc03c4308ed42b478b19b54fbd4a6) /lib/arm64/libunity.so (BuildId: 60735f8b4d6bc03c4308ed42b478b19b54fbd4a6) /lib/arm64/libunity.so (BuildId: 60735f8b4d6bc03c4308ed42b478b19b54fbd4a6) /lib/arm64/libunity.so (BuildId: 60735f8b4d6bc03c4308ed42b478b19b54fbd4a6) /lib/arm64/libunity.so (BuildId: 60735f8b4d6bc03c4308ed42b478b19b54fbd4a6) /oat/arm64/base.odex Thanks in advance for your suggestions and help.1.6KViews0likes1CommentBug 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_623Views0likes0CommentsYour manifest includes permissions restricted by Oculus: - android.permission.RECORD_AUDIO
Hey guys I'm trying to submit my build online. However I'm getting this issue for some reason from the dashboard. "Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO Please remove these permissions if they are not needed by your application. If they are needed, you must include justification above. Failure to provide justification will result in rejection of your application." Here is a look at my Manifest. <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> <meta-data android:name="com.oculus.vr.focusaware" android:value="true"/> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> </manifest> I've tried using the solution mentioned here https://forums.oculusvr.com/t5/Platform-SDK-Development/Unnecessary-permission-RECORD-AUDIO-in-Platf..., but to no avail3.9KViews0likes2CommentsOculus Input in network issue
I have created an application on unity, the users use oculus headsets and they can connect to a host which use it too. The host can move using the input of the oculus but the other client cant because the input are disabled as soon as they connect to the host. They have network transform and the tracking is working, only the input doesnt work. When I use the method GetConnectedControllers, it send "None". Is this a bug or I'm missing something ? Unity version is 2019 1.1 and Oculus 1.36.0747Views0likes1CommentUnity Alert: Issues with older Unity 2018.3 versions and Oculus Integration (01/22/19)
Update 01/31/19: v1.34 of our integration has been released. We highly encourage developers who are using v1.32 of our integration to upgrade to v1.34. Developers using previous Unity 2018.3 versions, we also encourage you to upgrade to Unity 2018.3.3f1 immediately due to compatibility issues. You can read more about this here. Update 01/22/19: New workaround steps added The Oculus Unity Integration is currently incompatible with versions of Unity 2018.3 prior to 2018.3.3f1. At this time, we encourage you to upgrade to Unity 2018.3.3f1 immediately. Here are the previously recommended workaround steps for those who were on Unity 2018.3 prior to 2018.3.3f1 (as detailed from this post): Follow the steps on Importing the Oculus Utilities Package (https://developer.oculus.com/documentation/unity/latest/concepts/unity-import/) to remove the existing Oculus Integration package. Open your project and navigate to the Package Manager (Windows / Package Manager). Then install the Oculus (Standalone) package (it will be an older version #, probably 1.29.0). Do NOT install the Oculus (Android) package. Open the Asset Store tab and import the Oculus Integration, now 1.32.1. Keep in mind, a default project will automatically add the Oculus packages from the Package Manager so be sure to remove the necessary packages when starting a new project.3.2KViews2likes10CommentsOrientation problem in Gear VR app
Hi there, I am a VR developer, working on an experience. I am unable to solve a small issue about the app's reorientation. Ideally, when we long press the back button in the middle of the experience, the app should pause and the profile window should be displayed. Now, in the profile window, I will rotate my head to a different angle, for say 90 degrees clockwise. Now when I push the back button again, the app starts, but the view is not the same as I left. The whole world has moved 90 degrees clockwise. I want this not to happen and make the app resume from the same angle as I left it with. Is there any toggle for this in the OVR scripts. I searched through lot of OVR parameters but don't seem to find this.977Views0likes1CommentUser cannot update App through Oculus Store
Hi all, I am a gear VR developer, and recently we update our app https://www2.oculus.com/experiences/gear-vr/945657588886188/, but we got lots of bad review of complain about they cannot update to new version. I am following the guide https://developer.oculus.com/documentation/publish/latest/concepts/publish-mobile-app-submission/ to create apk, anything could be wrong? Thank you in advance!488Views0likes0Comments