Hello VR Project Failing VRC.Quest.Performance.1 on startup
I recently submitted a game to the Meta Quest App Lab, and it was rejected for failing VRC.Quest.Performance.1, which means the frame rate dipped below allowable levels. When watching the app using the MQDH Performance Analyzer, it showed that a drastic frame drop occurred at the instant the app was launched- before/as the Unity splash screen is shown. In an effort to understand this issue, I built the "Hello VR" introductory project described here: https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/. When profiling this incredibly lightweight application using the Performance Analyzer, I still had performance-check-failing lag at application startup. I feel like I am missing something- what is the standard way to launch Unity games that does not result in frame drops? In my game I am using oculus splash screen and a lightweight initial loading scene, but it has not resolved the initial lag. This is a screenshot of the Performance Analyzer running the "Hello VR" app.1.9KViews0likes4CommentsUnity project not showing up on Oculus Rift
We are trying to run a Unity project on the Oculus Rift S, but whenever we run the application, nothing shows up on the headset. What could be the problem? We will now describe our setup in detail. PC Windows 10, 64 bit Headset The headset seems to be well connected, the main menu shows up, both controllers are working and the room configuration works too. When trying a demo from the menu, this also works. The headset shows a white light. Unity project In general, we followed this guide for the setup: https://circuitstream.com/blog/oculus-unity-setup/ New Project -> 3D (version 2021.3.1f1 LTS) Then, once the project is loaded we go to Edit > Project settings > XR Plugin Management and install that. After which we select "Oculus" from the list of Plug-in providers. We proceed with the Oculus integration installation from the Asset store. We import the latest version (44.0). A bunch of popups show up. -update oculus utilities plugin [Yes] -OpenXR backend [use OpenXR] [ok] -Restart Unity [restart] -Interaction SDK [show assets (recommended)] [Clean Up (Recommended) ] [Clean up Package] -update Spatializer plugins [Upgrade] -Restart Unity [restart] Setting the Scene 1. We navigate to Oculus > VR > Prefabs and drag OVRCameraRig into the scene. The "Main Camera" we then remove. 2. We click the OVRCameraRig object and change the OVR Manager (Script) to the right by changing "Tracking Origin Type" to "Floor level" 3. We rightclick in the hierarchy and create a 3D object "plane". We place this plane underneath the camera. We have now created one of the most basic setups and would like to try it on the headset. We press the Run button. Both Scene and Game show the plane in Unity, but nothing shows up on the headset. Unity gives some warnings, but no errors: These are the packages that we used: Does someone have an idea what could be the cause, and if you try to replicate our steps do you get the same result? Hope to hear from you!3.3KViews0likes2CommentsUnity crashing when importing Oculus Integration
Hi guys, I have a huge problem since yesterday morning: every time I import the Oculus Utilities package and restart Unity, the editor crashes on startup. I have other PCs here and the same procedure works without any problem. Nothing I tried on my PC worked. I even formatted it. I've been doing this procedure on this PC for months and this never happened. Windows 10 + unity 2018.2.0f2 or 2017.4.7f1, same behaviour. opening the error log I always find the same lines: KERNELBASE.dll caused an Access Violation (0xc0000005) in module KERNELBASE.dll at 0033:1fbfa388. you will find a copy of a super minimal project, the error log and the dump on: https://nofile.io/f/OYSxnxv3nA7/OCULUS_CRASH_PROJECT.zip Steps i did in this project: new Project, imported the Utilities, restart. After that I only get crashes. Any help is really appreciated. Thanks1.9KViews0likes2Comments