SpaceWarp works in empty project but not main one (Unity 6000.1.6f1, Quest 3)
Hey all, I’m running into something weird with Application SpaceWarp on Quest 3. I set up a clean empty project in Unity 6000.1.6f1 with OpenXR (Meta XR features) and Vulkan only. SpaceWarp works fine there and the performance overlay shows ASW kicking in as expected. But in my main project (same Unity version, same OpenXR/Vulkan settings) , SpaceWarp never activates. Both projects have: Meta XR Space Warp enabled Vulkan as the only graphics API Same Project Settings → OpenXR (Application SpaceWarp checked) Same Player/Quality settings I already checked URP settings, even copied the same and Materials show the XR Motion Vectors Pass still no luck. Any tips for narrowing down what breaks it? Maybe some other package that I have on my main project? Thanks!!!278Views0likes8CommentsUnity + Quest: repeated VK_ERROR_INITIALIZATION_FAILED error
I am updating an existing Quest game to use the latest Oculus integration etc. The game runs fine for a minute or so and then the visuals of the game freeze on one frame and the following is repeated on the log. It appears that the game is still running fine in the background because I can hear sounds that suggest that it is running fine, besides the visuals. Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2329) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2330) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2331) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2332) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 I am about to start the trial and error process to determine what the parameters are that cause the issue and what devices are affected by it. Here is some of my build information: Unity 2022.2.15f1 Oculus XR Plugin 3.3.0 Oculus Integration 53.1 (1.85.0) Device: Quest Pro System Version 50000390062500330 Version 53.0.0.147.132.475553041 Runtime Version 53.0.0.147.132.475553298 OS Version SQ3A.220605.009.A1 Please let me know if you have any information or if it might be a known issue with my software versions.Solved5.5KViews0likes16CommentsLinking To An App's Store Page Review Tab
Hi all. So recently the oculus store app page has been re-designed. It used to be an all-in-one type page. If you'd like to send the user to your review page you simply sent the user to your app page since everything was there, including the review. With the new design the Review is on a tab on the left-hand side. Previously to send the user to the app store page you could fire an intent with the app id of the desired app. How can this be done now to send them to the review tab? Is there a new parameter that needs to be sent with the intent to open the review tab? This is how the app store page was opened previously, assuming Unity. (This still works but does not send you to the new review tab) void OpenOculusStorePDPAndroid(string targetAppID) { AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageManager = currentActivity.Call<AndroidJavaObject>("getPackageManager"); AndroidJavaObject i = packageManager.Call<AndroidJavaObject>("getLaunchIntentForPackage", "com.oculus.home"); i.Call<AndroidJavaObject>("setClassName", "com.oculus.home", "com.oculus.home.HomeActivity"); i.Call<AndroidJavaObject>("setAction", "pdp"); i.Call<AndroidJavaObject>("putExtra", "intent_cmd", targetAppID); currentActivity.Call("startActivity", i); }2.5KViews0likes3CommentsRejected Applab Submission
Hello, Meta Quest Developers! I'm reaching out to you because my Applab submission has been rejected due to an issue with the "App Metadata," but I wasn't told specifically what the issue was. I have recently have gotten the game from a friend who told me everything being good, I'm a little confused on what needs to be changed in order to get it released. If you could clarify what I need to change, or how I can resolve this, I would greatly appreciate any feedback given that I have a community of over 60,000 users who are waiting to play the game again! Best regards, Protogen38Views0likes1CommentQuest Runtime Optimizer cannot analyze frame capture on Quest Pro v79.1029
I'm getting errors analyzing captures, and after a day spent debugging, it seems to have started with the latest headset update. An untouched project that previously had no problems has the error now after the headset update. There seems to be an error caused by format incompatibility with the trace_processor_shell version (v46.0) and the Core SDK 70+ which causes the python script to crash? (Don't ask me the details, I'm just a tech artist trying to get frames benchmarks here). I'm running the following: Unity 6.1 and 6.2 on Windows 11 Quest Pro (updated to v79.1029 on Aug 25, the date the error started appearing) Here is the error text: MetricAPI: 68AE8CCB.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@e44a64bf5ef6/Core/LogUtils.cs:19) Meta.XR.RuntimeOptimizer.Editor.PerformanceInsight.MetricAPI:GetCaptureMetric (string,string) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@e44a64bf5ef6/Editor/PerformanceInsight/MetricAPI.cs:68) Meta.XR.RuntimeOptimizer.Editor.PerformanceInsight.CaptureTool:ProcessCaptureToJsonObjFunc (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@e44a64bf5ef6/Editor/PerformanceInsight/CaptureTool.cs:787) System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()23Views0likes0CommentsHow to connect and manage an Oculus VR application from my tablet?
I have created a VR application using Oculus Quest in Unity and I am in the process of creating an app on an Android tablet. I am interested in managing (running/stopping different Unity scenes or tasks within a Unity scene using Oculus Quest) from the tablet. So I need to control the application on my tablet, Oculus VR tasks/scenes. Any help or advice would be very appreciated.526Views0likes2CommentsTestuser cannot login in Unity Editor
A strange issue is now occurring, blocking unity development. Test users fail to login with the following error message: {"error":{"message":"Unsupported get request. Object with ID '30718013287843347' does not exist, cannot be loaded due to missing permissions, or does not support this operation","type":"OCApiException","code":100,"error_subcode":33,"fbtrace_id":"ARCtDmELs4k_vwP8Vz4jEJS"} What we've tried so far: Create a new Meta Test User; Force entitlement check and validate that user is entitled to application; Restart Editor; Clear library folder and re-import project; Disable firewall; Reviewed Data Use Checkup and requirements, all OK; Cleared credentials in editor and logged in again; Restarted editor; Validated app ID reference in editor; Tried with older working project version.46Views0likes2CommentsQuest Logos for Game Marketing
Hello all, Am I allowed to use Meta Quest logos in my game's advertising? The game I'm developing is, at the moment, exclusively for Meta Quest headsets and I'd like the artwork to have the correct logos. If so, where on earth do I find them?! I've search the developers site and cannot find any logos. Surely there's a Meta logo kit? Can anyone provide a link? Cheers guys! Simon129Views0likes7CommentsDisabling Physical Space Features - do Spatial Anchors still work?
I'm trying to have a truly boundaryless mixed reality app for a research project; so I've disabled Physical Space Features, it works as expected however I need Spatial Anchors especially for the large environment I'm in. I have not seen any definitive documentation online regarding Spatial Anchors working or not working when Physical Space Features is disabled - logically it sounds like they would be but in practice I notice the headset still does use some physical space features like floor level regardless of the option toggled on/off so its possible Spatial Anchors might still be working. Has anyone found a definitive answer on this? Thank you!86Views0likes1CommentMoving Grabbed Objects jitter (Unity)
Using Unity 2018.4.5 and Oculus 1.38 When I hold an object (simple scene with just a cube) in my hand, then the movement of this grabbed cube is very jittery and not smooth at all. Using OVRPlayerController with LocalAvatar in TrackingSpace and AvatarGrabberLeft and Right inside this LocalAvatar. I set the Fixed TimeStep in the Project Settings to 1/72 (0.01388889). I uploaded a video of this behaviour: https://youtu.be/AoJ_d0d2Dq8 It's not as obvious in the video as it is in VR, but I think you do see the issue at the edges of the cube with the stuttery movement. Interestingly, when I throw away the cube, the movement is smooth. Also the movement of my hands is smooth, it's only the object I'm grabbing that stutters. Any idea how I can prevent this? Thanks!12KViews2likes19Comments