Search Issue Tracker
By Design
Votes
0
Found in [Package]
4.2.1
Issue ID
XRMB-21
Regression
No
[Android][Pico] Correct XR loader is not loaded and initialized at start-up when running on the Pico device
Steps to reproduce:
1. Create a new project
2. Switch to Android
3. Add the Pico XR plugin ([https://developer-global.pico-interactive.com/sdk?deviceId=1&platformId=1&itemId=12])
4. Add the Oculus XR plugin
5. Enable in project settings Oculus and PICO as Plug-in providers
6. Create a simple scene using PICO XR
7. Build to PICO device
Expected results: correct XR loader is loaded and initialized at start-up when running on the Pico device
Actual results: correct XR loader is not loaded and initialized at start-up when running on the Pico device, resulting in the application closing immediately on launch
Reproducible on: 2020.3.40f1, 2021.3.12f1, 2022.21f1, 2022.2.0b13,2023.1. 0a12
Tested on these devices:
N/A, Pico - (Pico Neo 2), Android 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
Customer device: Pico 4
Notes:
-Pico neo 2 android logcat is attached to the ticket named "Android logcat pico device.txt"
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note:
We will address this once Meta and Pico both switch to the generic OpenXR Loader as only one custom loader can be active at a time.