OpenXR HMD Track Input Error about the meta package of Unity
Phenomenon: After resetting the view, launch this game The Splash Image generates with incorrect Transform, then automatically moves to the center of the view Real-time detection of XRHMD's centerEyePosition and centerEyeRotation in InputSystem shows abnormal Raw Vector3 and Raw Quaternion values When resetting the view in-game via the meta button, XRHMD's centerEyePosition and centerEyeRotation in InputSystem return to normal values Devices and Versions: Consistently reproducible on Quest 2, Quest 3s, and Quest 3. (Suspected to be related to Meta device updates, as the April build did not exhibit this issue initially, but now the same problem occurs even when redownloading that build) Details: This offset error is not random—the same offset occurs every time the game is launched. (Resetting the view before launching the game or resetting in-game still carries this offset to the next session, and even adb uninstall does not resolve it.) The issue has not been observed in other games, but we have exhausted troubleshooting directions and cannot determine why this is happening. The bug cannot be reproduced when using PC streaming, making debugging extremely challenging. However, the issue is 100% reproducible when launching the APK directly on Meta devices. We would greatly appreciate any potential solutions!90Views0likes1CommentHELP OVR Manager and other components gone after unity sdk v66 update
So I was using v65 on 2022.3.7f1 Unity, all good I updated to v66 and in the process Unity crashed, when I reopened the project I only saw an error involving some script in the voice sdk samples, but the thing that has be pulling my hair is OVR manager component and other Meta components are not showing, on package manager all meta stuff says "v66 and checkmark" *after seeing this I deleted the voice sdk samples folder, so I have no more errors on the console but the issue with the components still there } My best guess is this has something to do with Unity crashing, could you help me get my project back?1.1KViews0likes2CommentsInvalid package name when updating app
We are working on a new app. I uploaded our first apk via Meta Quest Developer Hub, which succeeded. Now, when I try to replace the build with a new version, I get an error regarding the package name already being in use. The package name in use is the one used in the initial build and in the update build. This post seemed to have the same issue: Invalid Package Name - Meta Community Forums - 522751 However there was no further discussion on what happened or how to fix it. I can't find any specific point of potential failure. I've increased build number, tried a custom manifest as well as not, and even changed the package name, which then gave me the error that the package name is different from the original. Using Unity 2022.2.6 OpenXR 1.6.0Solved3.9KViews0likes10CommentsIs there any way to develop a custom Meta Quest browser (for WebXR ) in PCVR?
I want to develop a PCVR WebXR browser application: A browser that supports browsing WebXR content, computed on the PC, per Quset Link to Quset 2 header and do Interaction as normal. In short: a PCVR with Meta Quest browser's WebXR capabilities. Purpose: To open a large and complex WebXR site. The site runs on the Quest 2 header for comparison and has reached a performance ceiling. I would like to build a browser in PCVR that supports the experience of WebXR content. Question: Is there already a compliant development kit, or browser package? Previous attempts: FirefoxRealityPC(FxRPC) Unfortunately, the project has been discontinued. : End of support for Firefox Reality After trying, it didn't achieve the function I wanted rik.cabanier1.2KViews0likes0CommentsIs there any way to develop a custom Meta Quest browser (for WebXR ) in PCVR?
I want to develop a PCVR WebXR browser application: A browser that supports browsing WebXR content, computed on the PC, per Quset Link to Quset 2 header and do Interaction as normal. In short: a PCVR with Meta Quest browser's WebXR capabilities. Purpose: To open a large and complex WebXR site. The site runs on the Quest 2 header for comparison and has reached a performance ceiling. I would like to build a browser in PCVR that supports the experience of WebXR content. Question: Is there already a compliant development kit, or browser package? Previous attempts: FirefoxRealityPC(FxRPC) Unfortunately, the project has been discontinued. : End of support for Firefox Reality After trying, it didn't achieve the function I wanted1.3KViews0likes0CommentsUnreal game launching Assertion failed: AsyncLoadingThread crash
Hello, After a while of not building my game for Quest 2 Standalone, I am back to get that version ready. I managed to compile the code and to package without failing. But when the game launches to the Quest 2, the game instantly crashes back to the main hub. This is the error I get on the Output Log, which is not much to know what is going on, or who is the culprit. LogPlayLevel: 05-18 09:34:57.699 5979 6009 D UE4 : [2022.05.18-14.34.57:699][ 0]LogInit: Texture streaming: Enabled LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Started Connection to '127.0.0.1:56709' LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Discovered node '3D9595EF4C50F82740AFF3AED2CEE6B5' on connection '127.0.0.1:56709'... LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : LogPlayLevel: Error: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]LogAndroid: Error: === Critical error: === LogPlayLevel: Error: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: << callstack too long >> LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: 05-18 09:34:58.484 5979 6009 D UE4 : [2022.05.18-14.34.58:484][ 0]LogExit: Executing StaticShutdownAfterError LogPlayLevel: 05-18 09:34:58.487 5979 6009 D UE4 : [2022.05.18-14.34.58:487][ 0]LogAndroid: FAndroidMisc::RequestExit(1) LogPlayLevel: Took 0.6029501s to run adb.exe, ExitCode=0 Any ideas on how I could start to look into why my game is crashing? I feel like I have no tools to know what is going on. What I've tried so far is to remove as many maps I can to see if reducing drawcalls, triangles, and texture helps. but no success yet.Solved19KViews0likes4CommentsSetting up Oculus development environment in Unity imports same assets multiple times
Hello! I am new to VR development, and I am starting a new project by following the setup instructions on Oculus' website. This is what I notice: I have Unity installed, have setup my Quest 2 for Developer mode, and created a new project using the "3D" template. I go to File > Build Settings and switch to the Android Platform I select my debug device as my Oculus I click on the Switch Platform button I see Unity install several Oculus assets (takes about 10 - 15 minutes) I then proceed to install the Oculus Integration package, as per the instructions I see Unity install several Oculus assets (takes about 10 - 15minutes) I then proceed to enable VR Support by installing the XR Plugin Framework, as per the instructions I see Unity install several Oculus assets (takes about 10 - 15 minutes) I'm finally able to build an example app and launch it in my Oculus Quest 2 Expected I expected the Oculus assets to only be installed once and be able to build an app within minutes. Actual I see the same Oculus assets being installed 3x, each one taking between 10 - 15 minutes. So I had to wait between 30 - 45 minutes until I could actually build an app. This takes way too long, and the process redundantly installs the same assets every time. Is there a faster way to do this? Thanks!Solved1.6KViews0likes1CommentOculus Quest Quickstart guide has incorrect information
Guide here: https ://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ (I'm not allowed to post links yet) Under the section Configure the Project for Oculus Development, Step 9. says Open Advanced APKPackaging and click the + next to Package for Oculus Mobile Devices. From the drop-down select Oculus Quest and Oculus Quest 2. However Oculus Quest 2 is not an option here. I have followed the previous steps and had no problems so far. I believe the issue stems from me using the official Unreal Engine build from the Epic Games Launcher. Currently it's version 4.25.4-14469661+++UE4+Release-4.25 Earlier in the guide, it's mentioned that this should be fine and that the Oculus builds on github are only needed by those looking for the newest features/fixes. Considering the Quest 2 is now in the wild, I would expect it's support to be in official builds too. This will probably be fixed soon but it's worth noting for newbies like myself. It looks like somebody just went through the original guide and did a reach replace without really following the steps themselves. s/Quest/Quest + Quest 2/g For now I will try downloading 4.26.0 preview 5 from Epic to see if that fixes it. If that doesn't work I'll be attempting to build the Oculus version from source. I will update this when I learn more.1.3KViews0likes3CommentsOculus integration via Package Manager?
Hi. Are there any plans for supplying Unity Oculus integration via Package Manager instead of the Asset Store? This would have many advantages - like a lot more straight forward way to update/manage the package and the fact that the package manager packages are not stored under the Assets folder and therefore do not clutter your project and version control.1.4KViews1like4Comments