Thursday, March 13, 2025
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android – How one can correctly arrange an AR/XR Unity undertaking for Meta Quest 3 to get previous the three dots loading display screen?


I’m growing a Meta Quest 3 (v74 for my OS with SDKs model being the lates the time of writing – v72) software in Unity 6 41f1 (and 29f1), the place I at the moment battle to get the appliance working previous the loading display screen (the three dots) in on the apk, whereas within the editor it simply works, hovewer I want to entry capabilities that aren’t out there within the participant and even then my goal platform within the Meta Quest 3 standalone platform.
Whereas working adb logcat -s Unity the outcome I get this log extra traces:

W OpenXR  : xrGetVulkanGraphicsDevice2KHR: Referred to as twice.
OpenXR  : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_FOCUSED -> XR_SESSION_STATE_VISIBLE
OpenXR  : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_VISIBLE -> XR_SESSION_STATE_SYNCHRONIZED
OpenXR  : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_SYNCHRONIZED -> XR_SESSION_STATE_STOPPING

and the principle error which was:

xrEndFrame frameTransaction failure detected, may attributable to compositor body blocking, swapchains not marked as used-in-frame 2270

The quantity 2270 is bigoted and you would insert some other quantity as a substitute of this. I’m asking if there’s an prolonged documentation and what model of the Unity Editor to make use of, to work with the event of XR/AR purposes with the most recent potential characteristic set with none errors?

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