OpenXR Development
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OpenXR News and Feedback Thread

This thread is to highlight latest developments regarding Oculus and OpenXR! If you're running into any issues with OpenXR and/or have feedback to share, leave it as a comment in this thread! Latest Update 7/23/21: Oculus opens full support for OpenX...

mouse_bear by Community Manager
  • 6337 Views
  • 16 replies
  • 3 kudos

Editing Cubes in hello_xr Android Studio

How can I change the color of the cubes in hello_xr from Android Studio?I have very little experience with Android Studio, but I can run hello_xr on on my Quest 2 and I understand OpenGL C++. I tried looking at some of the .c and .cpp files, but Andr...

OpenXR hand tracking extension support through Link

Hi there, I am building an application on PC using OpenXR and using Oculus Link with my Quest 2. I'd like to integrate hand tracking into the application, but it doesn't look like Oculus's OpenXR implementation on PC offers the extension XR_EXT_hand_...

Philpax by Level 3
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  • 2 replies
  • 7 kudos

OpenXR hand tracking ext not available

Hello all,I've been trying to enable OpenXR hand tracking feature with Quest 2. However, I keep getting:XR_EXT_hand_tracking is not available from the OpenXR runtime or any upsteam API layer. in the logs and the hand tracking ext is nowhere among the...

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How to shift the tracked hand

Hello, I am using the integration SDK to track my hand and I need to apply an offset to the hand.I can successfully get the position of the hand with a Hand object from the Oculus.Interaction.Input, or a OVRHand object, but how can I set it ? Thank y...

How To Build Hello_Xr sample with Android Version

Hi, I want to try how to write a VR APP with OpenXR SDK.I found Oculus had published OpenXR Mobile SDK:Actually, I don't know how to build hello_xr sample in OpenXR SDK for Android version.Does anyone know how to build this sample with Oculus OpenXR ...

HankCN by Level 2
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  • 7 replies
  • 1 kudos

Resolved! OpenXR and Gamma Color Mode in Unity

We have a VR app we'd like to bring to Oculus platforms, and it's made in Unity using the gamma colorspace. We're finding that the OVRGradleGeneration build step reports the following: "Oculus Utilities Plugin with OpenXR only supports linear lightin...

Re haptics

Hi I wanted to know if it was possible to run an OpenXR app in the background to monitor Quest 2 controller inputs and forward this information on to a peripheral device via Bluetooth or WiFi? I'm trying to avoid having to individually code every app...

Falan by Level 2
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  • 0 replies
  • 0 kudos

How to run the sample apps in the OpenXR SDK?

I downloaded the SDK from here. I tried running the sample apps under the folder XrSamples, however, I cannot run these apps on my Quest 2 headset. I keep getting the following errorExecution failed for task ':XrSamples:XrHandsFB:Projects:Android:com...

Resolved! Thumb joints rotated 90 degrees

This is when directly accessing the OpenXR hand tracking EXT in StereoKit (not Unity). Quest 2 thumbs are about 90 degrees off from what I expect to see from the OpenXR spec! It appears as though the thumb is using +Y to face up from the back of the ...

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koujaku by Level 4
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  • 1 replies
  • 1 kudos

OpenXR and Fisheye 180

Dear Oculus Team!In previous (older) versions of Oculus integration in the OVR overlay module there was support for a Fisheye 180 mesh. Could you please inform me if there are any plans to add support to the new system with OpenXR, as well as make it...

Enable 90 or 120 Hz in Unity OpenXR

According to Unity, the Oculus implementation of OpenXR in Unity doesn't yet support changing the display frequency on the Quest headsets to 90 or 120 Hz. Any plans on when this will be possible?

SanCity by Level 4
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  • 1 replies
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OpenXR, Quest and Vulkan

I've managed to set up a native Quest app running Vulkan via OpenXR. It renders (clears the screen to a colour) - but only in Cast - the view from the headset remains black. No crashes, Vulkan validation errors, or OpenXR errors.What could I be missi...

Eye freezes when screen recording

Hope someone might be able to point me in the right direction with this one because it's got me scratching behind my ear.We're having an interesting issue that when we turn on recording in the Quest (testing on a Quest 2), that the left eye stops upd...

Mux213 by Level 3
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  • 1 replies
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Hand animations does not work

I am using XR rig with custom hands that are ready prefabs with all needed scripts and animations. They are tracked correctly on Oculus BUT when I press any key there is no animation on the hands and NO movement of any finger. It looks so cheap! This...

OpenXR Generic Loader

So far, Quest has been shipping with a custom Android openxr_loader. Now that openxr_loader supports Android properly, I would love to know when, or if Quest will support the official openxr_loader? Any news would be great, as this would really help ...

koujaku by Level 4
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  • 2 replies
  • 3 kudos

sRGB/RGB giving washed out/bright image

I am implementing OpenXR support (native, C++) and I have an issue with creating/using swapchains.Doesn't matter if the swapchain is created with GL_SRGB8_ALPHA8 or GL_RGBA8, the results are almost always washed out/brighter. The only case it works f...

Can't enable foveated rendering

I can't get it to work even in the provided sample (Oculus OpenXR Mobile SDK, 38.0, XrCompositor_NativeActivity).Tried creating foveation profile first and use it for all swapchains, tried to create on per swapchain and delete afterwards (just as in ...