Quest Runtime Optimizer fails to analyze captured frame
I am trying to use the Quest Runtime Optimizer (v0.1.0 from the asset store) on an OpenXR project with Unity 2022.3.54f1. I am building and deploying an apk to a Meta Quest 3 (version 79.0). The Scan GameObjects functionnality works fine. However, when I try to "Capture Frame" from the Quest Runtime Optimizer editor windows, I get the following error: MetricAPI: 68946B12.json execode: 0 single positional indexer is out-of-bounds Traceback (most recent call last): File "C:\open\fbsource\arvr\projects\integrations\Unity\RuntimeOptimizer\Editor\PerformanceInsight\MetricAPI.py", line 1118, in main File "pandas\core\indexing.py", line 1191, in __getitem__ File "pandas\core\indexing.py", line 1752, in _getitem_axis File "pandas\core\indexing.py", line 1685, in _validate_integer IndexError: single positional indexer is out-of-bounds UnityEngine.Debug:LogError (object) Meta.XR.RuntimeOptimizer.Core.Util:DebugLogError (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@0.1.0/Core/LogUtils.cs:19) Meta.XR.RuntimeOptimizer.Editor.PerformanceInsight.MetricAPI:GetCaptureMetric (string,string) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@0.1.0/Editor/PerformanceInsight/MetricAPI.cs:68) Meta.XR.RuntimeOptimizer.Editor.PerformanceInsight.CaptureTool:ProcessCaptureToJsonObjFunc (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@0.1.0/Editor/PerformanceInsight/CaptureTool.cs:787) System.Threading._ThreadPoolWaitCallback:PerformWaitCallback () The captured frame appears in the Quest Runtime Optimizer editor windows but when I click on it, I get a second error: Failed to generate perfetto Analysis for 68946B12 UnityEngine.Debug:LogError (object) Meta.XR.RuntimeOptimizer.Core.Util:DebugLogError (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@0.1.0/Core/LogUtils.cs:19) Meta.XR.RuntimeOptimizer.Editor.RuntimeOptimizerWindow:OnGUI () (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@0.1.0/Editor/RuntimeOptimizer.cs:2205) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Any help would be appreciated.151Views1like3CommentsMouse as Input device boundaries
Hello, I am currently working on a Unity application for the Meta Quest 3. The application uses the New Input System. The user input device is a Bluetooth mouse. I noticed that the cursor of the mouse seems to be bounded, as in it reaches the edge of an invisible window. However, I want the mouse movement input to be unbounded, so that I continuously get a correct mouse movement if I keep moving the mouse to the e.g. right indefinitely. I tried several methods I found online that did not work for me: Setting the cursor lockState to CursorLockMode.Locked caused the application to strongly lag upon using the mouse. Resetting the mouse position using Mouse.current.WarpCursorPosition() after obtaining the movement data did not change the behavior. I use Unity 6.0 (6000.0.53f1). Did anyone else have a similar issue?46Views0likes1CommentHow can I run a Unity app as a background process while I play another game on the meta quest 3?
I’m trying to develop a meta quest 3 application that runs in the background so I can record controller data (IMU and button actions) while I’m playing a PCVR game like SkyrimVR. my headset will be connected to my pc with an oculus link.147Views1like2CommentsPassthrough play mode doesn't work since Quest 3 update yesterday
I don't know how long the update was but it was working before the update and now it's not working. Normally I open unity and as long as I have quest link open on the headset and on my pc, clicking play in unity will launch the passthrough app preview on my headset. Now, when I go to launch link on the headset, it begins the colourful loading screen animation and then after a moment says "headset/pc disconnected - please disconnect and disconnect your headset" (or similar. Even though the desktop app shows the header as connective and active, and the quest home settings menu preview shows link as active.106Views0likes1CommentUnityWebRequest Not Working on Quest 3 - "cannot resolve destination host" error
Hello everyone, I'm currently developing an application for the Quest 3 using Unity. I've encountered an issue where UnityWebRequest isn't functioning as expected. When I attempt to make a request, I receive the error message "cannot resolve destination host." I've tried searching for a solution on the Unity forums but couldn't find any relevant answers. Has anyone else faced a similar problem? If so, could you please share any solutions or workarounds? Any assistance would be greatly appreciated. Thank you in advance!9.2KViews0likes12Comments