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Quest 2 VR app malfunctions when I press the oculus button to activate the system menu #406
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@mutantbob sorry for the inconvenience. If you had searched the repo for this we've already uncovered that the Quest 2 specifically modified Android's reference implementation: #322 And we fixed that in #325, which will appear in the next breaking release in the coming month or 2. |
Is it possible for me to try the patched version in my project? I added
to my |
Yes, because of a horrible mess with this crate getting republished on the same version by out CI, once with and once without version metadata. I've ran into the patch situation myself as well and have now pushed fd3dee9 to combat this: this resets Other refs: |
I dusted off the old project to see if I could make use of the fixed ndk crate using a I was not successful. If i check out the ndk-0.7.0 tag it does not include the fix so I get the error:
If I check out 6bc7fce (the last tag before the ndk crate version got incremented to 0.8)
I get the same errors if I use the fd3dee9 . The compile errors are in the android-activity 0.4.3 crate, so it might be challenging to untangle the dependencies and find a working combination. |
@mutantbob you might be better off switching to the beta releases on crates.io for both the |
I have duct-taped together a Rust application that uses OpenXR and glutin to draw a rainbow triangle floating in VR space.
When I press the Oculus button to summon the system menu the system menu appears, but the rest of the environment turns black (I guess my rendering code is no longer being called?) I see this in the logs:
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