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OpenXR Update (v1.0)

mouse_bear
Oculus Community Manager
Oculus Community Manager

As of v19, we are officially
supporting OpenXR 1.0 implementation. Developers can now submit their OpenXR
apps to the Oculus Store. For mobile, please use the OpenXR loader that shipped
with v19
or higher
. You can find the latest PC
SDK version here
and the latest version of the OpenXR SDK here.

Known Issues (will be fixed in future release):


  • Grip pose is misaligned.

  • Action spaces continue to track even when isActive ==
    false, which is conformant but misaligned with other runtimes. This will
    cause issues if relying on on tracking state  vs. isActive for
    rendering hands.

  • Parent interaction profile bindings are missing for
    non-natively supported profiles (everything besides the Simple, Touch, and
    XBox controller profiles).

If you have any questions regarding this release, please post them as a reply to this thread!
If you need immediate help or want additional support/context on an issue you are having with our platform or integrations:

1. Gather any and all logs, screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.)
2. Please submit a ticket here (include what you've gathered in step 1).
3. Tag me @mouse_bear once you have done so!
8 REPLIES 8

MauriceF
Level 2
Awesome news!

So an OpenXR developed app for the Oculus Quest will also work on the Oculus Rift without changes?
Or am I wrong and it will only work on Android supported VR Headsets (which there are currently none which support also OpenXR?)?
My current goal is to study the potential of OpenXR and to check the functionalities by building a prototype app which should work on at least two different devices to confirm the technology`s capabilities/functionality.

I'm looking forward to hearing from you, thank you!

Phildo3
Level 3
See this post: https://forums.oculusvr.com/developer/discussion/95506/unable-to-get-grip-button-input-on-quest-1-getting-path-unsupported-for-spec-allowed-binding#latest

Is this in any way related to the "Known Issues"? If not, how can I make sure the oculus team is aware?

koochyrat
Level 2

Hi, I am finding that the grip pose position returned from OpenXR is at the tip of the controller instead of the palm like the specs say. Is this the 'grip pose is misaligned' known issue? When will it be fixed? I already updated to all the latest runtimes (Oculus CV1). This is a big barrier to cross platform code as Index and Vive return the correct position.

@koochyrat The grip pose is misaligned issue was fixed about a year ago (released in v20 or v21 afair). (FYI: This issue manifested as the aim and grip poses for Oculus PC OpenXR returning the same values - but as I say this was fixed a long time ago.)


From testing with both the PC Runtime and the Mobile Runtime, I see the grip pose is at the palm as required by the spec, and the aim pose is at the tip of the controller as allowed by the spec. Can you see the difference between the grip and aim pose? (A good visual example of this the "Grip and Aim Pose" conformance test for OpenXR runtimes: https://github.com/KhronosGroup/OpenXR-CTS/blob/devel/src/conformance/conformance_test/test_ActionPo...)

I'm testing it in Unity via the OpenXR plugin and its ControllerSample scene in editor. The grip position exactly at the aim position at the tip of the controller, there is no difference. I reinstalled the latest runtime v28.0.0.222.469 and both Rift CV1 and Quest 2 via Link gives the same result. I also checked the OpenXR runtime is set to Oculus. This is what I am getting in the scene: https://imgur.com/a/j3hkFMY 

 

Here are the steps to reproduce:

1) Create empty project in Unity 2020.3.4 and import the OpenXR plugin 1.0.3 in Package Manager

2) Import the OpenXR plugin's ControllerSample via Package Manager

3) Open the ControllerSample scene and press play

4) Notice the grip and aim pose axis objects are at the exact same position

5) Run the same scene using SteamVR's OpenXR runtime using Vive and Index

6) Notice the grip and aim pose objects are separate and the grip position is correctly at the palm.

koochyrat
Level 2

Also I've submitted a ticket on this @mouse_bear 

koochyrat
Level 2

Ok, I've just updated the OpenXR plugin to the just released 1.1.1 and this issue is fixed. It was a problem on Unity's side, not Oculus. 

Thanks for the update @koochyrat .