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Wide Motion Mode doesn't work when using OpenXR #16
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My issue is a little off topic but i think it is related. It seems that it is a recent issue based on the reports in this GitHub. |
It does sound similar in that there is a missing extension (assuming you're using the Unity OpenXR plugin and not the Oculus XR plugin). You can try the work around here and change the extension to the one that is missing ( |
I am using Oculus XR plugin. Could it be a non-related issue? |
In that case it sounds unrelated. I would file a new issue for you problem |
This is on track for v68. |
v68 has been released with the fix |
Great, thanks for getting these fixed. It would be super helpful if these minor changes were also captured in the release notes. |
Description
When switching to the OpenXR Plugin wide motion mode does not work.
Using the Oculus XR Plugin wide motion mode works as expected.
Setup
Unity: 2021.3.36f1
Packages: Meta XR Core SDK v 62.0.0; OpenXR Plugin 1.10.0; XR Plugin Management 4.4.0
Device: Quest 3, OS version 63.0.0.399.366
Repro
With no other modifications to the code or project configuration:
Expected Results
Your hands should remain enabled even when the device can't see them when using Wide Motion Mode with the OpenXR plugin
Actual Results
Wide motion mode does not work when running OpenXR
Workarounds
The cause of this bug seems to be due to the missing OpenXR extension
XR_META_hand_tracking_wide_motion_mode
. You can create a custom OpenXR feature (as mentioned in this issue #12) which includes that extension and the call to Wide Motion Mode now worksThe text was updated successfully, but these errors were encountered: