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najak3d
3 years agoHonored Guest
Oculus Link Desktop - Passthrough and Multi-Monitor - Ultimate Development Environment
I'm using Meta Quest Pro for Unity3D VR development.
THIS IS A FEATURE REQUEST FOR THE OCULUS LINK MODE. (or maybe someone knows of a viable work around)
Since Unity3D by default deploys to the Meta Quest through the Oculus Link, this forces devs to this headset mode. In this mode, you can show ALL monitors, and it allows you to position them so that all 2/3 are visible at once, which is nice -- BUT, each time you leave/come-back to Link mode, this monitor configuration gets RESET!!! And so you have to do it all again, which is time consuming (because for 3 monitors, I have to move them AWAY to a distance of about 1.2 meters).
I'd like it to simply remember my monitor configuration!
#2 - I'd like to have Passthrough mode for Link mode, so that I can see my office and keyboard/mouse!
In short, I want Link Desktop mode to work JUST LIKE the "Horizion WorkRooms VR app" (in normal headset mode). This works perfect (it auto-configures your monitors side-by-side matching their real physical layout) and permits "Passthrough Office" mode, so that I can see my office, and these 3 monitors are simply in front of me.
But since Unity3D demands deploying via Quest Link - I have to "Quit WorkRooms" then start up Quest Link -- see the VR, and then exit Quest Link, and then restart WorkRooms! Not feasible.
In short, we developers would like to have a setup that allows us to toggle between a "Full Multi-Monitor Passthrough Office" and "Unity3D VR Play Mode" with a simple toggle Key/button.
This way, we can do all unity3d development using the VR headset, without needing to ever look at our physical monitors. As is -- given no good solution, we're stuck in the mode of lifting up the Quest Pro above our eyes, so that we can see the monitors, and then back down again for Play Mode.
NOTE: One Hidden issue here is for those with Prescription Glasses -- VR headset Focal distance is about 4 feet... while the focal point to physical monitors is 20 inches! Thus no single prescription provides the correct focal distance for both.... I've obtained a prescription for 32" focal distance, to split the difference, so that both environments are tolerable, but neither are very clear... this is a PITA.
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- najak3dHonored Guest
MORE: Horizon WorkRooms Desktop Monitors resolution-quality/clarity is 100% better than Oculus Link Monitors. Using the Link, monitors have LOTS of flicker/dither to the fonts... And I have the Link Monitors BIGGER than I have them for WorkRooms, yet the fonts/pixels still flicker, look bad.
So what is needed to Optimize Unity3D development is to ALSO make the Link Monitor resolution equivalent to that of WorkRooms... OR -- WorkRooms could add a feature that lets devs toggle directly into Unity3D Editor Play VR mode.
In short, the main goal is to have excellent Passthrough Desktop environment with best resolution/clarity on monitors, with easy toggle to/from VR Play Mode for Unity. This would be a HOME RUN victory.
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