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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!
2 REPLIES 2

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 2
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?