Bug Report: Accumulation of Black Passthrough Quads due to OVRTrackedKeyboard
I'm using the Meta All-in-one SDK (v62), and there's a minor bug that is impacting the user experience. Whenever a keyboard is loaded, it creates a passthrough "Quad" with it. The problem arises when it creates a new "Quad" without destroying the existing one, leading to the scene accumulating numerous black passthrough Quads. You can easily reproduce it by toggling "KeyboardQueryFlags" between Local and Remote repeatedly. Its in OVRTrackedKeyboard.cs Script, function : LoadKeyboardMesh() variable : passthroughQuad_620Views0likes0CommentsXR Tracked Keyboard not being tracked in Unity Scene
Hi All, I was wondering if anyone has come across any similar issues with trying to integrate a tracked keyboard within their scenes. I am trying to connect the Logitech MX Mini Keys keyboard and have it appear in my scene. I am using a Meta Quest Pro and Unity 2022.3.19f1. I have installed the Meta XR All in One SDK. I have followed the steps outlined here Integrate OVRTrackedKeyboard Prefab: Unity | Oculus Developers I have run into a few issues, and understand from Meta that passthrough hands are unavailable during debugging. My keyboard does not seem to appear but only sometimes as a black rectangle that cannot be moved and I keep getting the following warning symbols "local dimming feature is not supported" "d3d11: Creating a default shader resource view with dxgi-fmt=98 for a texture that uses dxgi-fmt=99" "[OVRPlugin] XR_PASSTHROUGH_LAYER_PURPOSE_TRACKED_KEYBOARD_HANDS_FB is not yet supported on windows (arvr\projects\integrations\OVRPlugin\Src\Util\InsightMrManager.cpp:959)" "[OVRPlugin] Failed to create a passthrough layer with error -1 (arvr\projects\integrations\OVRPlugin\Src\Util\InsightMrManager.cpp:220)" "Invalid state passed into TrackedKeyboardVisibilityChanged ErrorExtensionFailed UnityEngine.Debug:LogWarning (object) OVRTrackedKeyboardHands:TrackedKeyboardVisibilityChanged (OVRTrackedKeyboard/TrackedKeyboardVisibilityChangedEvent) (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Scripts/OVRTrackedKeyboard/OVRTrackedKeyboardHands.cs:528)" "d3d11: failed to create 2D texture shader resource view id=1930 [D3D error was 80070057]" I have tried to redo the whole thing in case I missed a step. I have also tried not having passthrough enabled but that throws other errors. I had to add a Surface projected Pt Plane for the passthrough object to stop throwing errors. I followed this tutorial for this Surface Projected Passthrough Tutorial: Unity | Oculus Developers I am finding it hard to try and troubleshoot this issue as everytime I add print statements in the code, when it refreshes, it redownloads metas original code so I am unable to modify it. I was wondering if anyone had any similar issues or any advice on how to tackle this. I have tried to publish my app so i can see if the issue is simply fixed by deploying it but that can take up to a week for it to be approved. So in the mean time if anyone has any ideas on how to go about this, i will be very grateful. I am willing to try anything at this point :))783Views1like0CommentsTracked keyboard overlay misaligned and not moving with real keyboard
I'm playing around with the Tracked Keyboard example that comes with the SDK and I notice that the 3D model of the keyboard isn't aligned with the physical keyboard (this is very clear when using the key labels view). Furthermore, when moving the physical keyboard, the 3D model doesn't move accordingly and remains still. Is there a particular setting that needs to be enabled to get proper alignment and full tracking beside "tracking enabled" and "remote" in OVRTrackedKeyboard?1.1KViews1like1Comment