FPS Drop After Splash Screen – Quest 2/3
Hello, While preparing my VR app for Quest Store submission, I’ve encountered a consistent, measurable FPS drop right after the splash screen finishes, and I’d like to confirm whether this is a potential issue for passing the VRC.Quest.Performance checks during review. Behaviour Observed: Immediately after the splash screen disappears, FPS drops below 60 FPS (typically in the 40–50 range) for about 1 second. After that, the frame rate stabilizes at my target (72 FPS) and remains consistent for the rest of the session. The same behaviour occurs even in an empty scene containing only the XR Origin prefab. Performance test video (Unity VR Sample): Test Environment: Unity Version: 6000.0.55f1 XR Setup: OpenXR with Meta XR Plugin (default configuration) Devices Tested: Quest 2, Quest 3s and Quest 3 Measurement Tool: OVR Metrics Tool (FPS graph) Questions: Will this short FPS dip fail the VRC.Quest.Performance check during store review? Does Meta QA measure from application process start or after the splash screen transition? Are there recommended best practices for masking or eliminating this drop? Thanks in advance for clarifying how this behaviour is evaluated in terms of Oculus Store performance requirements.32Views1like1CommentMRUK stopped working on Android build in v77
We've been developing MR features into our app for the past 6 months and recently started testing a release candidate for Horizon Managed Services (HMS) managed headsets (enrolled with ArborXR). We ran into an issue with the Immersive Debugger causing exceptions on headsets set up using HMS/Arbor when using SDK v74. We updated to v77 which fixed the Immersive Debugger issue, but then the MR features stopped working also on headsets running "personal" accounts. It seems like the MRUK is not creating the rooms in the scene, and thus our app doesn't initialise our custom room set up. I've seen posts about needing to have the app registered in the Developers Hub, which we had in the past but deleted. We've created new apps in the developer hub and registered them in the Unity Tools>Platform settings for the Meta SDK and still nothing. We get a log from MRUK Shared saying "Unable to bind OpenXR entry", which I suspect is the issue causing the MRUK to not work. Everything works fine in the Simulator, I've tried also updating the version of the OpenXR plugin, everything I could find online, and still nothing. We are using Unity 6 (6000.0.42f1), Meta SDK v77 with OpenXR integration.75Views1like0CommentsUnity OpenXR Meta regression: passthrough doesn't work when focus is lost and regained
Problem: 1. Passthrough initially works fine in the app. 2. Take the headset off, the display goes dark. 3. Put the headset back on, the display turns back on. 4. Unexpected: passthrough no longer works in the app! Also, passthrough doesn't work in the first run after the app has been installed. This is a regression. Passthrough always worked in the last version of the Unity OpenXR Meta package I used, which I think was 2.0.1. Suspected Cause: MetaOpenXRPassthroughLayer.Dispose() in the Unity OpenXR Meta package appears to be broken - it's not idempotent. When Unity's OpenXRCompositionLayersFeature.OnSessionEnd() disposes it, the underlying resources are gone for good. So when OpenXRCompositionLayersFeature.OnSessionBegin() creates a new one, it doesn't work. Version: Unity 6 (6000.0.51f1) My selected XR plugin: Unity OpenXR Meta 2.2.0 Meta Quest 3 I think these packages are irrelevant to this problem, but including the versions anyway: Meta XR Core SDK 77.0.0 Meta MR Utility Kit v77.0.0 Meta XR Platform SDK 77.0.0194Views2likes2CommentsTransformRecognizerActiveState is never activating
I haven't been able to get a Transform Recognizer Active State to register as active. I have no issues with Shape Recognizer Active State. Are there any additional steps that are required in order to get a TransformRecognizerActiveState to work? I have also examined it with an Active State Debug Tree UI and it confirms that the shape recognizer is activating but not the transform recognizer. Here is my component setup: Can anyone see or guess what I might be doing wrong?Solved2.4KViews0likes4CommentsHow to handle being a truly OpenXR game with some Oculus OpenXR features?
Hello, I'm building a game for every platform, Steam and Meta, and it works that way so far. I've read Meta documentation, and it seems like I'm supposed to use Meta's "OpenXR" rig for some features like Dynamic Resolution . Currently I'm using the Hurricane VR and Hexa Rig asset combo (VR - Physics Interactions Bundle | Physics | Unity Asset Store) for my player rig. I've attached a screenshot of the camera settings set up as a generic XR device. If I wanted to use some oculus camera features, how would I organize that for my project? Do I need to make two rigs and switch between them depending on the platform??Solved1.6KViews0likes5CommentsOpenXR error XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB in build when Mixed Reality scene loaded
Hi, I am getting spammed by the following error after I load my mixed reality scene (room) via the OVRSceneManager.cs [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11311 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:318) The mixed Reality room seems to load fine (mostly), and I am able to localize all anchors, but logcat is being spammed by the error. Not sure it's related, but also getting this error often: AnchorManagerHelpers: The tracked root node uuids are different?! 0efe69dd-c03e-a729-a4b2-3108ac493f34 - 00000000-0000-0000-0000-000000000000 Any ideas how to get rid of the error, please? Thank you. Unity 2021.3.25f1, Oculus integration v56.0, OpenXR Plugin 1.7.0, Oculus XR Plugin 3.3.0 Quest 2 and Quest Pro1.1KViews1like1CommentDynamic resolution on Unity 6 with OpenXR?
We're forced to use the OpenXR plugin instead of the Oculus XR Plugin on Unity 6 in order to get Application Spacewarp without a forked, obsolete version of URP. BUT this prevents us from using dynamic resolution on OVRManager. When trying to enable it, one gets this error message: Vulkan Dynamic Resolution is not supported on your current build version. Ensure you are on Unity 2021+ with Oculus XR plugin v3.3.0+ Does Meta want us to use the Oculus XR plugin instead of the Open XR plugin? If so, then how would we use application spacewarp (without using that very old fork of URP)?2.2KViews0likes6CommentsOpenXR hand-tracking + depth api - is it possible?
Is it possible to have both Unitys OpenXR-plugin, Oculus OpenXR Plugin and Oculus XR Plugin in the same project somehow? Would like to use default OpenXR for hand-tracking (so it's easier to port to other XR compatible headsets), and then add Oculus XR-plugins features as a progressive enhancement. Ex using Unity XR Hands: https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/index.html And Meta Depth API as an enhancement for Quest headsets: https://github.com/oculus-samples/Unity-DepthAPI Currently they seems to not be compatible, or am I'm missing something?2.1KViews1like5Comments[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 hundreds639Views6likes0Comments