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Fixed
Fixed in 2022.3.35f1, 6000.0.9f1, 7000.0.0a1
Votes
6
Found in
6000.0.8f1
Issue ID
UUM-74556
Regression
Yes
Quest apps lose head and controller tracking
Repro Steps:
Pre-requisites:
- Ensure you have the Sample Project open in Unity.
- Connect Quest 2, Quest 3, or Quest Pro via USB.
Steps:
- Verify the project setup:
** Go to {{Project Settings}} -> {{XR Management}} -> {{{}OpenXR{}}}.
* Under {{Project Settings}} -> {{{}OpenXR (Android){}}}, ensure that {{Meta Support}} and {{Input Controllers Oculus Touch}} are selected.
- Open the {{{}Build Settings{}}}.
- Select the {{Build Target}} to your Quest device.
- Click on {{{}Build and Run{}}}.
- Once the app is running, don the HMD.
- Confirm that the app loads correctly.
- Move the HMD and controllers to observe raycast movement for approximately 10 seconds.
- Observe the application's behavior.
Observed Behavior:*
- The application "freezes" in place after ~10 seconds.
- Head tracking stops.
- Hand and controller tracking stops.
- The UI and raycast appear frozen and flipped behind the user when the head is turned.
- The Oculus menu can be opened, allowing the user to close the app.
Expected Behavior:
- The application should not freeze after launch and should maintain head and controller tracking.
Environments:
- Unable to Reproduce: Unity 6.0.06f1
- Consistently Reproducible: Unity 6.0.08f1, Unity 6.0.07f1
- HMD: Quest 2, Quest 3
- Meta OS: v66
- On Quest 3 took much longer for the app to freeze.
- Both: Vulkan and Gles graphics APIs reproduced this issue
Comments (3)
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CiaranWills
Jun 30, 2024 05:41
Yes, this fix is on track to land in 9f1
zenbin3d
Jun 29, 2024 11:19
Can also confirm. Occurs on device on Quest2 and 3 using Unity 6000.0.8f1.
Also happens on latest Unity 2022.3.35f1 LTS.
Hopefully will be fixed in 6000.0.9f1.
DJ_JW
Jun 28, 2024 23:17
This also occurs in standalone on Quest2 and Quest3 in Unity 6000.0.8f1 (without USB connected but with all the same details as this bug report)