can't set oculus as active openxr runtime
i have a quest 2 and use it on link but it wont work at all because when i click the button here it just does nothing in the quest when i click enable link it loads for a few seconds and just reloads the home area (nothing happens) please help my quest 2 is unusable for pcvr like this and it seems like such a simple thingSolved180KViews12likes96Comments[MetaXRFeature] spamming the unity console with logs when using OpenXR
Hi, when using Unity 2022.3.42f1 and Oculus Link with Meta Open XR feature sdk (com.meta.xr.sdk.core@68.0.2) , I get hundreds of log messages spamming the console similar to: [MetaXRFeature] OnAppSpaceChange: 144292415606376081 UnityEngine.Debug:Log (object) Meta.XR.MetaXRFeature:OnAppSpaceChange (ulong) (at ./Library/PackageCache/com.meta.xr.sdk.core@68.0.2/Scripts/OpenXRFeatures/MetaXRFeature.cs:228) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) In general there is no way I see to turn off these kinds of logs from MetaXRFeature.cs which is very annoying. A few would be ok, but I'm seeing hundreds715Views7likes0CommentsMemory 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.3.4KViews4likes4CommentsOpenXR News and Feedback Thread
This thread is to highlight latest developments regarding Oculus and OpenXR! If you're running into any issues with OpenXR and/or have feedback to share, leave it as a comment in this thread! Latest Update 7/23/21: Oculus opens full support for OpenXR, deprecating proprietary APIs! Full Support for OpenXR means that we: Help developers build new applications with OpenXR via our Developer Site Perform QA testing of OpenXR to ensure features are working Address bugs when reported Provide developers API access to new capabilities via OpenXR A year from now (August 31, 2022), Compatibility Support for Oculus Native Mobile and PC APIs will end and they will be Unsupported. Existing applications will continue to function on Oculus devices, but our level of support will change. Read the full details in the following blog: https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/ Past Updates 7/23/20: As of v19, we are officially supporting OpenXR 1.0 implementation. Developers can now submit their OpenXR apps to the Oculus Store. For mobile, please use the OpenXR loader that shipped with v19 or higher. You can find the latest PC SDK version here and the latest version of the OpenXR SDK here. Known Issues (will be fixed in future release): Grip pose is misaligned. Action spaces continue to track even when isActive == false, which is conformant but misaligned with other runtimes. This will cause issues if relying on on tracking state vs. isActive for rendering hands. Parent interaction profile bindings are missing for non-natively supported profiles (everything besides the Simple, Touch, and XBox controller profiles). If you have any questions regarding this release, please post them as a reply to this thread!32KViews4likes22CommentsUnexpected Behaviour: Face/Eye Tracking is now allowed. Please enable it in the Oculus App.
In the Meta Movement SDK for OpenXR documentation, several OpenXR extensions are detailed that can be used to enable runtime features over Oculus Link. Two of these are the Face and Eye Tracking extensions detailed here: https://developer.oculus.com/documentation/native/android/move-face-tracking/ and here: Eye Tracking in Movement SDK for OpenXR: Native | Oculus Developers Both documents state that the user will get an error if they attempt to run the extension on a platform where it isn't supported, but when I run a PC app over link to access the face and eye data via runtime features, it provides the following errors: "Left eye tracking is not allowed. Please enable it in the Oculus app." "Right eye tracking is not allowed. Please enable it in the Oculus app." "Face tracking is not allowed. Please enable it in the Oculus app." There is no option to enable any of these in the Oculus app for PC, although there is an option to enable Passthrough. Presumably it would be in that section (under Beta).3.3KViews3likes4CommentsMovement SDK features fail to start on Quest Pro
I've been trying to access the new Eye and Face Tracking features of the Quest Pro using the latest Integration SDK (46.0), though I am having some trouble. OVRPlugin.StartFaceTracking() fails (Failure, error code -1000), and OVRPlugin.faceTrackingSupported returns False. I have tested both in Airlink (Android build target) and built APKs, but no luck. I have followed the project setup on the Movement SDK page and believe I am on all the latest and correct SDKs and runtimes. Face tracking is also enabled in the headset and works fine in Workrooms. Might anyone else have this issue, have an idea about what could possibly be wrong, or have a suggestion on what I might be able to try?3.9KViews3likes5CommentsOpenXR and Meta XR SDK at the same time
When I install OpenXR Plugin alongside Meta XR All-in-One SDK I get this warning in Project Validation to use Oculus XR Plug-in instead of OpenXR. What is the recommended/correct approach to achieve cross-platform compatibility with OpenXR while using Meta XR SDKs in that case? Or should I ignore this warning?1.7KViews3likes0CommentsMetaXR feature causes crash in Editor
I have created a combined Unity project for the Quest and the HTC Vive. I was hoping OpenXR could be used for both, but unfortunately for Quest I still need the Oculus Integration package for the entitlement check and that again requires the Oculus XR plugin. So i cannot use OpenXR for Android builds. But I still want to use OpenXR for PC Windows builds. In the Project Setting for PC I see the MetaXR Feature, which should not be there because I am not building for Oculus. If I disable it I get a noticifcation when I press Play that the feature must be enabled. But when I enable it and then press Play the editor crashes. After upgrading the Oculus Integration package to version 51 I notice a flag 'oculus Quest Quest Support', which is very weird for a PC build target. When I disabled both this flag and the MetaXR feature and pressed Play the editor stil crashed. After restarting the option was gone and replaced with 'Use Mock HMD' What is happening and how can I get rid of the MetaXR feature popup for the PC build? unity 2020.3.19 Oculus Integration version 511.6KViews3likes1Comment