Can I use the OVR Manager alongside Unity's XR Origin Rig ?
Hello ! I'm a student making a game on Meta Quest 3. I'm leveraging Unity' XR Interaction Toolkit to make most of the game but I'm wanted to enable some Meta Quest native features. Notably, I wanted to use the OVROverlayCanvases but this imply using the OVR Manager as well. I desperately attempted to find any source of information about using both Unity's built-in XR systems and the ones provided by the Meta XR Core SDK, to no avail so far. Is dealing with both simultaneously a no-go or is there some critical configuration to make it work ? Does Unity's XR Origin or the OVR Manager take precedence over the other (specifically on the Tracking origin mode) ? Thanks a lot for your help and your time !4Views0likes0CommentsCannot set Meta Quest Link as active OpenXR runtime normally
Hello! We are developing a PC-VR app in Unity with Meta Quest 3 at our company. We use OpenXR plugin to build the code around OpenXR standard in order to support more platforms in the future. However, the button to set the meta quest link as active runtime for open xr never works on our test PCs. We've tested multiple laptops & PCs in the companies and none of them seem to be work without us manually setting the path in the registry. We've tried starting the Link app as an admin, installed it as an admin etc. One time the registry entry doesn't even get added automatically after installing Meta Quest Link App and we had to install "OpenXR for Windows Mixed Reality" to create it without writing a script to automatically create the group entry ("HKLM\Software\Khronos\OpenXR\1") in the registry. Could anyone help clarify what is up with this case and how we can resolve it? Otherwise the setup process is basically impossible for our potential customers without in-depth technical support... Thank you! References: https://community.khronos.org/t/openxr-directory-not-existing/11118428Views0likes3CommentsIssue with APK-to-APK Launch on Meta Quest — Unexpected Return to Lobby
Here’s the situation: APK(1) launches APK(2) using an intent — this usually works, but occasionally it returns to the Meta Quest lobby (immersive home)instead of opening APK(2). APK(2) then launches APK(3) — this frequently results in returning to the lobby (immersive home), and APK(3) does not open. All APKs are installed via "Unknown Sources" and are intended to run in VR mode. Tested on Meta Quest 2/3/3s, system version 81. Has anyone experienced similar behavior or found a reliable way to ensure smooth APK-to-APK transitions without falling back to the lobby (immersive home)?17Views1like0Comments360 Stereoscopic video and Multi-pass render mode
Setting OpenXR render mode to Multi-pass seems to disable stereoscopic panoramic video rendering. I'm getting only monoscopic (2D) video playback through the Unity Panoramic Skybox shader. Stereoscopic (3D) works in the Single Pass Instanced/Multi-view render mode just fine. Any idea how to make this work?124Views1like7CommentsDevice goes to sleep in 1 minute
Ever since I updated to v78, my devices go to sleep in 1 minute. I'm on v79 now and this persists. I have the "power" settings so that it is supposed to sleep in 4 hours, but they seem to have no effect. I also have my presence sensor disabled (as well as having tape over it). This is driving me crazy because if I set my headset down, I have 60 seconds to debug before it turns off and suspends my title, then when I pick it up, I have to choose a profile again before I can continue. Meta: how do I disable this? I used to be able to keep my devices awake and running my app for HOURS, through many iterations of debugging. I try to drive my app through automation as much as possible, and when I am debugging multiplayer, I would be in the habit of running the app on both headsets via ADB and driving most of the interactions through APIs so I don't have to juggle headsets. This is now impossible because in 60 seconds, the device goes to sleep. I'm desperate for a setting that fixes this. Here is what I see after 60 seconds: 07-23 18:33:23.012 26999 26999 I OpenXR : nativeOnActivityPaused: com.xxx/com.unity3d.player.UnityPlayerActivity 07-23 18:33:23.030 26999 27020 I Unity : [XR] [517062613424] [18:33:23.030][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE session=3 time=4042000107552 07-23 18:33:23.033 26999 27020 I Unity : [XR] [517062613424] [18:33:23.033][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_SYNCHRONIZED session=3 time=4042003440209 07-23 18:33:23.033 26999 27020 I Unity : [XR] [517062613424] [18:33:23.033][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_STOPPING session=3 time=4042003630209 07-23 18:33:23.188 26999 27020 I Unity : [XR] [517062613424] [18:33:23.188][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_STOPPING->XR_SESSION_STATE_IDLE session=3 time=4042171927934 07-23 18:33:23.192 26999 27091 I Unity : [XR] [511524841904] [18:33:23.192][Error ] xrDestroySwapchain: XR_ERROR_HANDLE_INVALID 07-23 18:33:23.192 26999 27091 I Unity : [XR] [511524841904] [18:33:23.192][Error ] xrDestroySwapchain: XR_ERROR_HANDLE_INVALID 07-23 18:33:23.192 26999 27091 I Unity : [XR] [511524841904] [18:33:23.192][Error ] xrDestroySwapchain: XR_ERROR_HANDLE_INVALID43Views0likes4CommentsHow to determine headset type in 2D app?
I'm building a general purpose 2D app using DotNet Maui. I want it to access the passthrough camera if available. Originally I was hoping that there was a platform feature I could query that would tell me if there was a camera available before pushing the permission dialog, but I couldn't find any way to do this. My fallback is to detect the headset type and to enable this feature if it's running on a Q3 or Q3S. I'm looking at DeviceInfo, but the only field that seems to indicate the device type is "Name." This is technically changeable by the user so I'd really rather not use it. "Model" returns "Quest" for seemingly all devices, so it's not an option. Question: what's the easiest way to definitively determine whether the headset has passthrough camera support from a Maui/Xamarin app? Can I load the OpenXR runtime and call into that somehow? I've tried to link it using [DllImport], but it says it can't find the library. I tried to load the library directly but get an error "library is not accessible for the namespace".45Views0likes2CommentsDeveloper Mode Won't Authorise on Meta Quest 3?
I've got a couple of VR projects I've been working on in Unity (6000.0.50f1) and both have been working fine, I could hit Build and Run and I see the results in my Quest 3 headset which is connected by USB. Today I hit that button and I am told Unity can't find any Android devices. I have clicked the Notification to enable USB in the headset. I can see the Quest 3 in Windows Explorer and access its file structure. Developer mode is still active and has been turned on and off to check. This has been done on the App and the headset itself. I can still use all my side-loaded apps stored locally on the headset. I have reinstalled the adb driver in Windows. Running 'adb.exe devices' lists nothing. I have updated all Unity Packages. I have updated Unity to 6000.058f2 LTS. No amount of reboots to either device helps. I have since found that SideQuest won't connect either, my connection status on that software passes all checks (including Dev Mode Enabled and ADB Detected) except for Device Authorisation. I have deleted my .android folder on Windows to no effect. Short of a factory reset what are my options here??58Views1like2Comments