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 thingSolved180KViews12likes96CommentsOpenXR 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!32KViews4likes22CommentsHow To Build Hello_Xr sample with Android Version
Hi, I want to try how to write a VR APP with OpenXR SDK. I found Oculus had published OpenXR Mobile SDK: Actually, I don't know how to build hello_xr sample in OpenXR SDK for Android version. Does anyone know how to build this sample with Oculus OpenXR Mobile SDK? I appreciate your help.13KViews2likes13CommentsPC VR - Passthrough AirLink - OpenXR
Hi there, I don't have much experience with OpenXR. I was wondering just briefly, is it possible to use passthrough via the OpenXR extension (XR_FB_passthrough) when using a Quest 2 Air-Linked to a PC. So the app will be built and running on the PC, the client HMD is the Quest 2. My issue is as the app won't be running natively on the Quest 2, can it still access the necessary camera via AirLink ? Or is it only possible to use this when developing for directly for Mobile/Android apps running on the Quest 2 directly ? Thank you.12KViews2likes10CommentsQuests hands tracking is not working in Unity editor
For some reason hands tracking is not working anymore in Unity editor. Tried with Quest Link and with Air Link. Tried in a clean project with the latest updates and Quest Pro. Tried in some old project for Quest 2 (and with Quest 2) where everything was fine a few month ago. Nothing. Checked with Oculus Integration examples - controller ok, hands are absent in the editor. In latest Unity Movement examples eye & face tracking works, controllers works, but no hands tracking, no head movement mirroring, no hands mirroring even with the controllers in the scene. And of course I tried to reboot everything. No errors in editor, but some warnings appear (only sometimes): I will be grateful for any help. Windows 11 Unity 2021.3.4/2021.3.13 Oculus Integration v46 Oculus XR 3.2.2-pre.1 Oculus app version 46.0.0.230.0 (46.0.0.229.0). I tried latest Oculus app, then switched to test channel - no changes. Quest Pro v46.0.0.226Solved7.2KViews0likes10CommentsUsing Unity, OpenXR and Oculus Integration Package, the controllers get stuck in their origin
Hi, I’ve noticed that after installing Oculus Integration package, all action based controllers in my project stop working. Specifically, even though both rotation and position of the controllers is successfully tracked (I have tested the inputs), the controllers in game stay at origin point and only reflect rotation, not position. Unchecking OculusXR Feature in the XR plugin management or uninstalling Oculus Integration package restores the functionality and controllers can move normally again. Device based interactors work, but I don’t want to use them because they’re too clunky and uncomfortable. Using: Oculus Integration package v41, OVRPlugin 1.73 using OpenXR backend XR Interaction Toolkit v2.0.2 Unity v2021.3.5f1 (LTS) but it was the same with 2021.3.3f1 Oculus Quest 2 Note that issue manifests both in editor and when deployed.7.1KViews0likes7CommentsOpenXR Hand Tracking EXT
So I've got code that uses the OpenXR hand tracking extension, and it works perfectly with HoloLens 2 and the Leap Motion layer. On Quest, I can see the extension, xrGetSystemProperties reports it as available, I have the manifest settings configured and the app does not ask me to switch to controllers, but XrHandJointLocationsEXT::isActive always reports false when calling xrLocateHandJointsEXT! Any thoughts as to what I'm missing here? Is there some additional configuration I may have missed, or is this perhaps still buggy? Engine is custom, StereoKit, so it's native code. I'm using the 2020-12-04 (OpenXR 1.0.12) release of the Oculus OpenXR Mobile SDK.Solved6.3KViews1like6CommentsNeed help figuring out how to enable the OpenXR Runtime "Set Oculus as active" option
I am trying to connect my unity editor to my Meta Quest 2 to rapid run and test out my VR apps. However running into issues with the set up. The "set oculus as active" option on my Oculus desktop app is not enabling or responding. This seems to be a key problem. I am not sure why, here are some videos from my end: 1. Oculus Desktop App / https://youtu.be/c5zleDI-EIg 2. Unity Editor Settings / https://youtu.be/2qB6kau6bdQ6.3KViews0likes4Comments