XR Plugin

This is Unity XR plugin on Quest 2 in Oculus App Rift mode.
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93 Replies
bill
billOPโ€ข4y ago
Trying to fix remaining issues. So non-Android build looks good. Just some issues with which DLLs to package I think.
mikesky
mikeskyโ€ข4y ago
Sweet! I'll see if I can help with anything
bill
billOPโ€ข4y ago
Interestingly, if you look at the Oculus App now, under Beta, it says "OpenXR Runtime" The faster we can get this fixed, merged into mainline and move on the better. It's almost there. I fixed the build system for Unity XR. We still have VR SDK, as you can still use Oculus overlays with XR input. And we also want monoscopic, and video.
bill
billOPโ€ข4y ago
This is in Quest 2 Android. You can see controllers under floor! Haven't figured this one out yet. Why does it work on non-Android?
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bill
billOPโ€ข4y ago
The star there are a couple of cubes i put at the VrSystem origin. It is on floor, as (I think) it would be.
mikesky
mikeskyโ€ข4y ago
Noticed this! they're really pushing towards openXR which is good That's interesting ๐Ÿค”
bill
billOPโ€ข4y ago
Any ideas?!
mikesky
mikeskyโ€ข4y ago
Surprised it's any different from desktop oculus I'll grab the quest and see what's up
bill
billOPโ€ข4y ago
Are there different floor values, or the cage is different on mobile?
mikesky
mikeskyโ€ข4y ago
That's what I was thinking might be the issue Is there any emulators inside unity for mimicking an android based device?
bill
billOPโ€ข4y ago
There is a fake one in TB. There is a flag for it. Not sure about Unity. Just been thinking about it, and I wonder if it is an order of initialisation thing. pre Unity XR we create the controllers in Awake (I think), but in XR we query for them with callback for event, and they are created just before Start. I did spend some time looking through this. I wonder if it is somehow different on Android. I was looking at the assets, the prefabs to see if there is any difference, but I can't see any, and if there were it would have happened before this? Ha! I have "spoof mobile hardware" turned on in OB and it didn't happen in the editor.
mikesky
mikeskyโ€ข4y ago
ooh, interesting. where's that flag?
bill
billOPโ€ข4y ago
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mikesky
mikeskyโ€ข4y ago
ah!
bill
billOPโ€ข4y ago
Are running in Rift mode in Editor?
mikesky
mikeskyโ€ข4y ago
Yeah
bill
billOPโ€ข4y ago
All working?
mikesky
mikeskyโ€ข4y ago
okay i got it to init without any headset by enabling mock hmd loader in the plug in management
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mikesky
mikeskyโ€ข4y ago
Useful to know
bill
billOPโ€ข4y ago
That for testing?
mikesky
mikeskyโ€ข4y ago
Yeah, though i'm not sure it provides anything other than the headset Should I be setting the SDK mode to Unity Xr?
bill
billOPโ€ข4y ago
Use Oculus for Quest. I think UnityXr should work, it just uses mobile for overlays etc.
mikesky
mikeskyโ€ข4y ago
Ah okay, so it still gets funnelled through unity XR?
bill
billOPโ€ข4y ago
In theory we can use it for Vive and anything not listed.
bill
billOPโ€ข4y ago
it should do. There is a switch in App Config
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bill
billOPโ€ข4y ago
Sdk Mode for editor, and controller input mode. Default uses the old controller SDK/mapping and XrManagement uses the new XrController, which should work for everything, as the mappings are all in Unity XR/OpenXR now. It is temporary, the second switch. We should be able to replace all controllers with XrManagement (which is kind of the point of it)
mikesky
mikeskyโ€ข4y ago
Cool, and yeah I figured ๐Ÿ˜„ glad the mappings came across, that was apparently a pain point
bill
billOPโ€ข4y ago
It needs some testing. There are some legacy hacks in some of the controllers. They just come from features being added to various devices over time and the inconsistency between them. I actually thought it would be harder. I mostly copied the Oculus one, so we'll see if there are differences or not.
mikesky
mikeskyโ€ข4y ago
I'm getting this error when trying to build for quest
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mikesky
mikeskyโ€ข4y ago
which would be fun with OB's gamma preference have you got it running linear?
bill
billOPโ€ข4y ago
I think the latest supports Gamma.
mikesky
mikeskyโ€ข4y ago
ah, i'll check for updates
bill
billOPโ€ข4y ago
Yeah mine is gamma. I think the earlier Unity XR plugins only supported linear. They are gradually adding more features.
mikesky
mikeskyโ€ข4y ago
That's good to hear I was worried they'd stick with only linear, which seems to be recommended for VR, i'm not knowledgeable enough to know why okay yeah that looks to have fixed building, ta
bill
billOPโ€ข4y ago
Oh, where did you read that? Thought it would be the opposite. Good to have the flexibility of gamma.
mikesky
mikeskyโ€ข4y ago
The steamVR plugin constantly telling you off for using gamma ๐Ÿ˜†
bill
billOPโ€ข4y ago
I dont think it is just VR. Linear space is preferred for photo-realistic rendering. Does it work?!
mikesky
mikeskyโ€ข4y ago
Sorry, for some reason it kept the old version of oculus utilities around when i upgraded, then adb duplicated itself causing builds to fail notlikemeow restarted PC and gone straight to building haha
bill
billOPโ€ข4y ago
you still need the Oculus SDK bc it uses assets from that. Not the desktop, the Oculus Integration. The desktop should be gone. XR replaces this.
mikesky
mikeskyโ€ข4y ago
It appears i've angered the unity gods with my android build somehow ๐Ÿ˜• might quickly reinstall android build tools
bill
billOPโ€ข4y ago
I thought I fixed that. I'm on 2019.4.25f
mikesky
mikeskyโ€ข4y ago
i'm on .28 is it possibly to do with the minimum sdk target?
bill
billOPโ€ข4y ago
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bill
billOPโ€ข4y ago
This happens bc OB has its own gradle template, which we had to delete because it is obsolete. I think i need to check that in.
mikesky
mikeskyโ€ข4y ago
i match this
mikesky
mikeskyโ€ข4y ago
that one?
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bill
billOPโ€ข4y ago
I committed it.
mikesky
mikeskyโ€ข4y ago
okay, that worked brb
bill
billOPโ€ข4y ago
I think whatever was added in that is now integrated into Unity.
mikesky
mikeskyโ€ข4y ago
uh, it's launching as a 2D app for some reason? ๐Ÿ˜†
bill
billOPโ€ข4y ago
in VR?
mikesky
mikeskyโ€ข4y ago
might have broken something while playing around, i'll resync branch yeah!
bill
billOPโ€ข4y ago
I can't see anything in remaining diffs.
bill
billOPโ€ข4y ago
Project packages:
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mikesky
mikeskyโ€ข4y ago
๐Ÿค”
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mikesky
mikeskyโ€ข4y ago
Bedtime now unfortunately, early start ๐Ÿ˜… I'll get there, thanks for your help so far!
bill
billOPโ€ข4y ago
Ok. I have seen that error, but I don't get it. And thought i fixed it. Ok. laterz. Aha! Fixed under the floor bug!
mikesky
mikeskyโ€ข4y ago
Oh, nice one!!
andybak
andybakโ€ข4y ago
cool! Can we try it?
bill
billOPโ€ข4y ago
its in back sunday
andybak
andybakโ€ข4y ago
Ah. I keep looking in the wrong place. I was looking on your Github account. For future reference it's here: https://github.com/icosa-gallery/open-brush/tree/feature/xr_plugin
GitHub
GitHub - icosa-gallery/open-brush at feature/xr_plugin
Open Source Fork of Tilt Brush. Contribute to icosa-gallery/open-brush development by creating an account on GitHub.
bill
billOPโ€ข4y ago
Did you get this compiling and running on Android?
mikesky
mikeskyโ€ข4y ago
I've been ill all weekend so haven't felt like putting a headset on! gonna try tonight ๐Ÿ˜„
bill
billOPโ€ข4y ago
Oh no! Hope you are feeling better. I'm trying to get a Vive build together
mikesky
mikeskyโ€ข4y ago
Finally got around to it, it's working great!! Excellent job ๐Ÿ˜„
mikesky
mikeskyโ€ข4y ago
I was meant to be using these settings right?
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mikesky
mikeskyโ€ข4y ago
Only thing i noticed was that the start point was off the ground compared to where it should be - compare to official release as you spawn in for reference I also tried UnityXr -> Android -> mono, which started to load with our loading logo, but after that it was just black I also had to raise the minimum api level to 25 from 23
andybak
andybakโ€ข4y ago
Does that mean we can try flipping the AR passthrough on? ๐Ÿ˜
bill
billOPโ€ข4y ago
Oculus works. Still canโ€™t get Wave XR plugin to load. I got APK installed and you can see it running and OB loading screen there but not presenting properly.
mikesky
mikeskyโ€ข4y ago
I can give it a shot!
bill
billOPโ€ข4y ago
That fixed now
andybak
andybakโ€ข4y ago
As in "Wave is now working"? Does it run on the Focus properly?
bill
billOPโ€ข4y ago
No. Oculus android works but wave is crashing. Something to do with EGL. Iโ€™ll try and sort out this week and ask them. Tried to get this working this evening but no joy. Wave plugin seems problematic.
andybak
andybakโ€ข4y ago
Well - this is where Vive can pull their finger out and help.
mikesky
mikeskyโ€ข4y ago
Forgot to say that I tried to build for UnityXr + Windows, it built fine but on running, I get the tiltasaurus message. running in unity it seemed like the HMD detection happened after the Start function checks to see if a headset it valid
andybak
andybakโ€ข4y ago
Same for me with a Quest. I tried Virtual Desktop, Oculus Link and I tried with both SteamVR and Oculus as the OpenXR runtimes. @bill any chance this is related to your Focus issue? i.e. this is a problem in all builds rather than being Focus specific? Can you build for any other platform? @bill - you back yet?
mikesky
mikeskyโ€ข4y ago
Not sure what you did to the editor build pipeline but damn it's fast iteration now
bill
billOPโ€ข4y ago
The UnityXr mode is a little misleading and I am wondering if we need it. I was thinking we'd move to a generic XR mode, but a lot of things are hardwired to the SDK mode and we can't auto detect it until after Start, as the devices aren't detected until then by Unity XR. We may be able to have a UnityXr mode in the future when OpenXR settles down and provides all the functionality of the various SDKs, e.g. hand posing, (pass through?) etc. You need to set the SDK mode as before. Think of it as the distribution. If you chose Oculus SDK mode, link mode, and use a Quest 2 it works for me! yes! PC builds: UnityXr mode fails as described. Oculus mode works fine for Rift. I moved it over to XR plugins and fixed a couple of flaky issues. Rift via Quest 2 seems to work just fine for U2020.3. May need Unity OpenXR XR plugin for Index. Will try Index this week.
bill
billOPโ€ข4y ago
U2020.3 with OpenXR plugin!
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bill
billOPโ€ข4y ago
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bill
billOPโ€ข4y ago
Oh God, may have to move to the new input system. ๐Ÿ˜ฎ
mikesky
mikeskyโ€ข3y ago
So we could gain passthrough but lose MRC (at current, just for rift)
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mikesky
mikeskyโ€ข3y ago
this was the prompt once updating to v35 by the way
mikesky
mikeskyโ€ข3y ago
hmm, we might need to commit this oculus project config file, it's in the gitignored oculus folder.
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andybak
andybakโ€ข3y ago
I wonder if we can maintain alternate builds until the OpenXR is at parity with OVR
mikesky
mikeskyโ€ข3y ago
Probably. that's gonna be a fun one for the build pipeline :p the prompt did say it was easy to switch so we can probably hook that
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mikesky
mikeskyโ€ข3y ago
OpenGL ES with OpenXR also requires the colour space to be linear, which worked fine before but we'll need to make sure everything is using the same colour space. I think we noticed reference images didn't change automatically ๐Ÿ˜ฌ
mikesky
mikeskyโ€ข3y ago
@bill the left white eye/right black eye seems to be coming from having these scripts on the eye camera. if you disable them, you get something coming through! left eye seems okay but right eye seems to be lacking a clear buffer or something like that, anything over the horizon of the default environment starts to blur like crazy
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mikesky
mikeskyโ€ข3y ago
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mikesky
mikeskyโ€ข3y ago
Controllers are slightly rotated backwards compared to real world, i'm guessing that might be an offset that the SDK is compensating for that we may not need anymore? or vice versa ๐Ÿ˜† And finally, none of the actual panel UIs are showing, though I'm not sure if i accidentally turned something off so ymmv @bill here ๐Ÿ˜„
bill
billOPโ€ข3y ago
Yes i noticed that. I think OpenXR is rotated forwards 90 deg
mikesky
mikeskyโ€ข3y ago
Really wish threads stayed open ๐Ÿ˜ฆ anyways, interesting discussion on the oculus start discord, apparently oculus is being really confusing with naming? you still have to use the Oculus XR plugin In OpenXR Mode specifically if you want nice features like handtracking and passthrough, NOT unity's own OpenXR plugin
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mikesky
mikeskyโ€ข3y ago
so we may still need the build pipeline to differentiate for oculus's special sauce for now. really annoying and bad messaging on their part, who cares how you're interfacing with the headset if you're required to use your own proprietary backend!
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