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!80Views0likes1CommentHELP 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 1.6.0Solved3.8KViews0likes10CommentsSetting 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 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.1.4KViews1like4CommentsInvalid Package Name
I am attempting to submit an update to an app already on the Oculus Store. Despite the packages both having the same name I am receiving the following error: Invalid Package Name The package name for an app can't change, and must be the same for every version of the app. Please upload a version with the correct package name. I have double checked the app name and it is definitely the same. I have rebuilt a couple of times and been unable to get past this issue. Has anyone seen anything similar? Cheers Tom1.9KViews0likes3CommentsPackaging My app for upload
Hi, I am making a PC app for the Oculus rift using unity. My game works locally, and I have an appID, and I have implemented entitelement check. Now I want to upload my app to the store. However unlike android APKs, with PC builds unity generates an entire path of files. So what exactly do I upload? I found some people on reddit saying I should manually package my app as a zip file, but I am looking for a more official answer... Besides, a zip (unlike an APK or a JAR) does not contain a manifest... How would oculus know which file in zip they should run? (or do they just pick the first EXE in the zip). Anyway, I am confused, and could not find anything about this in the developer documentation.345Views0likes0Comments