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Question Cant run Unity app in Pico neo 3

Discussion in 'VR' started by n0p6times, Dec 1, 2022.

  1. n0p6times

    n0p6times

    Joined:
    May 26, 2021
    Posts:
    5
    I can`t run simple project (also from Demos: https://github.com/picoxr/support) in Pico neo 3.

    If I use "PICO Unity Integration SDK" app shows black screen (without Unity splash image), but my test scripts are working (logs in Android logcat).

    If I use "PICO Unity OpenXR Plugin" - I see my scene, but eye cameras in wrong places (bad 3D image) and helm movement does not affects on camera (is static).

    ALL project settings according to https://developer-global.pico-interactive.com/document/unity/quickstart-overview.
    Tryed a lot of lessons from youtube with same result.
    Tryed five different versions of Unity (LTS) - from 2019.4.25f1 to 2022.2.0b16.
    Pico neo 3 PUI version: 4.1.12.

    I hope for your help, thank you!
     
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,251
    I got my game running on pico neo 3 link and pico 4 using this:

    Unity 2021.3.14
    URP
    Latest OpenXR (1.5? Not sure)
    Pico OpenXR plugin (removed pico sdk)
    Pico support and pico controller profile added under OpenXR - android
    Vulkan, no graphics jobs
     
  3. GorasGames

    GorasGames

    Joined:
    May 1, 2014
    Posts:
    18
    Hi, can you tell my if there are any modifications to apply to AndroidManifest ? My project is working on lot of VR headset, i'm porting it on Pico with OpenXR but it's not starting.
    I'm using Unity 2021.3.9.
    Thanks.
     
  4. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,251
    Did you add the pico openxr plugin, enabled pico support and only have the pico controller profile on?
    I build to pico without any custom manifest, so maybe try without it
     
  5. GorasGames

    GorasGames

    Joined:
    May 1, 2014
    Posts:
    18
    Yes, I followed the quick start twice.
    Ok i'll try without custom manifest to see if this is the problem.
    Do you know any sample project with Pico OpenXR please ? To compare configuration.
    Thanks !
     
  6. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,251
    I don't have any, but for me a blank project works, so no big need for one
     
  7. n0p6times

    n0p6times

    Joined:
    May 26, 2021
    Posts:
    5
    I can't use "PICO Unity Integration SDK" package on PC - It's unable to detect my Pico controllers, but It works fine on Android build (with default Manifest).
    I am using "OpenXR PICO plugin" package on PC build, but need to set up:
    1. "Project Settings / XR plug-in managment / Interaction profile" as "HTC Vive Controller" (dont work with PICO Profile)
    2. In PicoLink utility set up "Controller mode" to "Compatibility" before start SteamVR.
     
  8. n0p6times

    n0p6times

    Joined:
    May 26, 2021
    Posts:
    5
    Ask youtube :)
     
  9. Hypnotoad0

    Hypnotoad0

    Joined:
    Jun 22, 2013
    Posts:
    48
    Had the same issue, but it was because of a custom AndroidManifest, switching to the default one made it work for PICO 4, but PICO Neo 3 still doesn't seem to work