BanjoCollie Posted September 21, 2023 Share Posted September 21, 2023 I am currently trying to get standalone Vive XR Elite working with OpenXR and Unity. I have followed this tutorial (https://developer.vive.com/resources/openxr/openxr-mobile/tutorials/unity/getting-started-openxr-mobile/) but am just getting a static image of my scene that does not update when I move my head. Here are screenshots of my setting screens: I tried with the default androidManifest as well as with this one: This projects runs fine using SteamVR on the PC as well as using OpenXR with an android build for the Quest 2, but I haven't been able to get the headset to track with the XR Elite. Any recommendations of things to try? Or other information would be helpful? Link to comment Share on other sites More sharing options...
Alex_HTC Posted September 22, 2023 Share Posted September 22, 2023 Howdy @BanjoCollie I hear you're having issues getting the openxr support working on your xr elite using unity. From a top level, to rule out environmental issues - try downloading https://github.com/ViveDeveloperRelations/MinimalRepo/tree/openxr_hand_tracking the "openxr_hand_tracking" example and see if that works. It sounds like there two things that come to mind: 1) Make sure to have an xr rig and not a regular camera 2) try removing the meta plugin from the project and do a clean build / remove the library folder. The meta openxr loader is non-standard and causes issues with every other openxr platform at the moment, and last i checked the code that it runs to add to the android manifest also runs unconditionally. I think this may be patched in some versions, but regardless this is a source of errors for a lot of folks. -Alex Link to comment Share on other sites More sharing options...
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