I am trying to run my OpenXR project on a Quest 1 device and if I use com.unity.xr.openxr 1.12.1 the application crashes. I’ve disabled Quest Pro from Meta Quest Support feature.
If I downgrade the OpenXR plugin to v1.10, the app starts but the controllers are not detected.
The error is: VrRuntimeClient Unknown device to support: eureka
On Desktop/Editor (with Meta Quest Link), with com.unity.xr.openxr v1.10 the apps starts normally, but with v1.12.1 it is not starting on the device (it remains in the Editor)
Any ideas on how can I use Unity 6?
App works fine on 2023.3.20.
OS: Windows 10 and 11
Be aware that support for Quest 1 has been dropped by Meta. You can’t even release for the platform anymore. So I would expect that things will slowly but surely stop working on Quest 1.
As a standard, OpenXR will continue to work on Quest 1 even if Meta’s SDKs leave it behind. Their SDK could continue to support Quest 1 if they implemented OpenXR extensions properly, but I get why they are trying to bump people off from a business standpoint.
Sure, but I think this is an Unity issue/bug as that part comes from Unity’s OpenXR plugin. So,for some reason, the new OpenXR plugin cannot work with Quest 1 and Quest 3 enabled at the same time…
Sadly it isn’t. Meta requires an extra line in the Android manifest that is not part of the OpenXR specification and purely for their own purposes: <meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2"/>. If quest3/eureka is added to this list, quest 1 doesn’t recognise it and hard crashes.
Note that the same application without this manifest entry would run completely fine, but Meta would block you from uploading the apk to the store.
Thankfully you can seem to get away with quest|quest2 for now, I guess until they discontinue the quest 2 properly.