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Resolved Oculus VR Unity 6000.0 No Tracking

Discussion in 'VR' started by runette_unity, May 14, 2024.

  1. runette_unity

    runette_unity

    Joined:
    Feb 20, 2020
    Posts:
    20
    I have an application that was working for Rift AND Quest (and some other platforms) in Editor and Build under 2023.2.

    I did a standard upgrade to 6000.0.1f1 and - although everything else is working - for Rift and Quest the application no longer does any head tracking or controller tracking.

    I have tried looking at every configuration I can think of. The OVRManager and OVRCameraRig scripts on the camera rig are all reset to defaults.

    Meta XR Core SDk is 64.0.0

    Oculus XR Plugin is 4.2.0

    Does anyone have any idea what is going on ? Please ?
     
  2. runette_unity

    runette_unity

    Joined:
    Feb 20, 2020
    Posts:
    20
    For anyone searching - I don't know what caused it. I just unloaded everything and reloaded everything a few times and eventually something obvious changed the faulty internal config and it just started working.

    Sometimes the Meta SDK is too "idiot proof" for its own good
     
  3. IsmailBurakCendik

    IsmailBurakCendik

    Joined:
    Apr 21, 2017
    Posts:
    16
    Can you elaborate on "unloaded everything and reloaded everything". I am facing the same issue for the past two days.
     
  4. LuffyYu

    LuffyYu

    Joined:
    Sep 10, 2021
    Posts:
    8
    One weird problem arose when I tried Unity 6000 and Meta XR Interaction.

    The entire scene is moving when moving the headset when I ran the example scene.

    I have tried SRP and built-in render pipelines, but it didn't help.

    Any ideas on this problem?

    Unity: 6000.0.3f1
    Meta XR SDK: 65.0.0
    Oculus XR Plugin: 4.2.0
     
  5. IsmailBurakCendik

    IsmailBurakCendik

    Joined:
    Apr 21, 2017
    Posts:
    16
    It's not the entire scene is moving, it's the headset being not tracked thus the camera isn't updating its position/rotation.

    I scraped out Meta XR tools and using OpenXR instead.
     
  6. LuffyYu

    LuffyYu

    Joined:
    Sep 10, 2021
    Posts:
    8
    I see. Thanks for your explanation!

    Before upgrading to Unity 6000, my project is based on Meta interaction SDK.

    I have no choice but to upgrade to Unity 6000 as one new feature is only available in Unity 6000.

    BTW, XRI also doesn't have this problem.

    I will dive a bit to see if I can fix it without giving up my previous implementation.
     
  7. LuffyYu

    LuffyYu

    Joined:
    Sep 10, 2021
    Posts:
    8
    FYI, I just fixed hmd tracking by only adding Tracked Pose Driver to CenterEyeAnchor.
     
  8. LuffyYu

    LuffyYu

    Joined:
    Sep 10, 2021
    Posts:
    8
    I just figured it out! I will make a new post later.
     
  9. LuffyYu

    LuffyYu

    Joined:
    Sep 10, 2021
    Posts:
    8