Quest Development
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When the host of a peer-to-peer multiplayer game is using a Quest headset, the connection will be lost if they take the headset off for a moment and the headset goes to sleep.The few discussions I could find about this seem to imply that there is no way for the app to change the sleep behavior of the headset.P2P multiplayer is a very convenient and accessible networking option for non-competitive games, but this severely limits its usability.Does anyone know of any workarounds, or plans for future changes that would allow P2P hosting to work better?
Hello,When trying to play any games on-air link which have worked perfectly in the past now won't work. It brings me to a black screen because my OpenXR needs to be set to active, in which case it's not. I tried clicking set oculus as active and it does nothing. I Tried looking at some things online and couldn't do too much about it. I have an image of what it says for reference. Any suggestions help. Thank You.
So I've noticed since I updated the headset and driver that the quest Link cable no longer seems to be functioning like how it used to, as in it constantly disconnects, and when it does connect for longer than a minute I do not have any audio, or no mic, just visual. I decided to write this here since someone on discord mentioned having the same exact issue and I was curious if anybody else is also having this issue?
My Oculus desktop app just forced update to 56.0.0.76.155 and now I can no longer create the virtual keyboard in Unity over link. This is with the Oculus SDK 54.1 and Oculus Utilities 1.86.0. Anyone else seeing this issue or have a solution?Edit: reverting to old scene seems to fix it. Is there a way to delete message on here?
With the gradual improvements in hardware, what is the best practice for submitting a game that supports different hardware capabilities?E.g., different Unreal Engine features are turned on for Quest 3 vs. Quest 2, requiring different build configurations, resulting in different cooked data for the builds (materials, etc.). It's the same app, but either a different apk or different data must load depending on the install hardware.
Report bug: Ptc v56 Quest pro oculus air link go black screen when the headset is wake up from sleep and i have to restart the headsetI used ptc 55 and I want to unenroll ptc update without reset all data on my quest pro so I decided to wait for public v55 to release so i can unenroll but suddenly my device update to v56 ptc so now I can’t do anything to unenroll ptc without reset data on my headset
I want to get the sound data currently being played by the Quest2 device in Unity. Does OculusSDK provide an interface to get it?
When I switch accounts or connect to a different wifi network with my phone that has Meta, it turns it self off.
I am developing an application for the Meta Quest Pro using Unreal Engine 4.27, and advantage of the body tracking, eye tracking, and facial tracking components. The issue is as follows:When booting into the game, the body tracking works great- as intended. But when the headset leaves the tracking space (even briefly, as long as the 'change guardian' menu shows) the body tracking component becomes VERY laggy. Meaning the avatar is frozen and only updated every second or so. This sometimes will go away on its own, for reasons I'm not sure, but most of the time mandates an app restart to fix it. I know its an issue with the body tracking component, because when I switch the player pawn to the UIController, it has no lag issue (but swapping back to the body-tracked avatar does).I know this is not a unique issue to my project, because behavior is observable in the MovementSample made to demonstrate this technology. I have had a colleague build the engine from github and load the movementsa
This pops up in debug tool, been driving me mad. Debug tool just doesn't work, tested this out by seeing if the performance visual hud was in VR, nope. nothing. Debug tool just won't function.
I am using unity. Someone knows how could I get the "enable passthrough" checkbox in experimental feature button? Because I saw people use it below 39.0 and almost everyone who does has lower that 35,0. Been for a while searching but no results.
How can I offset the hand of the players meta avatar from the controller? If someone is using a grip then the hand shown should be holding the grip handle not the controller. https://developer.oculus.com/documentation/unity/meta-avatars-custom-hand-poses/ mentions wrist offset but its unclear and I couldn't get it to work. I tried changing the x,y,z of the wrist joint in custom hand pose but it has no effect. Also, the meta avatars remain in T-Pose when running over Oculus Link in Unity Editor which makes it really hard to do custom hand poses as each change requires doing an Android APK. Is this how its supposed to work or is there something missing in my setup?
Currently working on an app that uses both VR and Passthrough. I want to update to URP, but when I do that I lose Passthrough entirely (just black). Works totally fine in Standard. I am not using an post-processing (it is disabled on the main camera) Am I missing a fairly simple setting/calibration step, or is this currently not supported? Thanks!
So I followed these instructions https://oculusdevelopers.zendesk.com/hc/en-us/articles/1500005532762-Entitlement-Checks but as soon as I call Oculus.Platform.Core.AsyncInitialize(appID); it crashes the Quest 1. Doesn't throw an error or anything just straight up crashes back to the home screen. But it works fine when testing on the Quest 2... I am using the same account to test on both headsets... What the heck is going on here? Any ideas? Been driving me crazy for days now.
i love the vr experience although i have picked up my rift used as my first experience recently, i live in a rural area where my internet is limited so if im playing something else not involving my oculus having anything else open that consumes the internet affects my game play. Well the Oculus app opens relentlessly nonstop in the middle of me playing other games causing my current game to window out then i have to close the app then no less than 15 seconds later here comes the oculus app again, taking out of my current game window, the oculus app wanting to update i assume while i am in the middle of a game. please fix this if i want the app closed the app needs to remain closed until i execute the app
I now have two 3D screw objects. I want to use the Oculus quest2 controller's laser and OVRInput.Button.PrimaryIndexTrigger to click on the two screw objects to make them connected by a line. I use (LineRenderer ), which components I want to add to the object, I have been stuck for a long time, please answer and thank you.
Hello, I am trying to test my uploaded AppLab app prior to submission. When I follow the View PDP link on my app's overview page, it shows that the app is Purchased on my account. However, when logged into my Quest 2 with the same user, I am unable to locate the app in any of the various tabs (including Not Installed). Is there a step that I need to perform in order to make it show up in my library so that I can download and test it? Another team member is able to view the app in their library, but they don't recall performing any special steps to make that happen. Please let me know if further information is needed.Thanks,Erik
Hello,Recently I pushed v1.0.2 of my game (Home Detective) on App Lab, and when I browse to it on my Quest 2, I download that version, all hunky dory.However, when I download it using my Quest 1, I get an old build, v1.0.1. There is no prompt to update and it re-downloads that version even if I uninstall it and search for it again.Has Quest 1 already been deprecated from new builds, or is it something I have done? In v1.0.2, I did upgrade Unity and the Oculus SDK, but made sure I was still targeting Quest 1, 2 and Pro for the build.Thanks,David
Hello,I am desperately trying to find an answer. Ive been posting for a few days trying to get help multiple people are having with saving MRC calibration to our headset. Were all getting the same Calibration Sending Error, being denied access to the file location.. Ive been sending in tickets to Oculus, posting in the Oculus Support Discord, sending emails but have not received a response as of now.Please tell me who or where I can find answers to this issue.Thank you
Hello! Im trying to build an apk in unity using oculus sdk ovr apk builder. When i try to do so it does it fine but then i get an error Gradle exited unexpectedly. Are there any fixes? is anyone encountering the same issue?
Hello, I am a developer on a Unity app for Quest 2. We have a performance problem with our app that causes huge spikes in CPU usage.The app performs well and as we want it to at first, seen here captured by OVR metrics:All of the systems in the app test well and do not cause problems but after a certain amount of time doing various things, a user has a random random chance of having the framerate plummet. In this next picture, I experienced the bug and then returned to the login screen where the bug persisted:You can see that CPU usage has skyrocketed to a locked 100%. You would think that there is some process taking up frame time in the background. I took a look at the profiler on a build to see if there was a key culprit. Here is a frame under good conditions where performance is as expected:And after the bug, the frame looks like this:You can see that the player loop has almost doubled in duration, but the scripts portion of the frame is actually pretty much the same. The chan
There is a way to obtain, using android tools (such as scrcpy or adb) or other tools, a stream containing the 360 video of an Oculus Quest 2 (therefore not only the user's view but the whole virtual environment)?Otherwise, is it possible to cast a headset into another headset? (rather than cast to PC)
I need help getting my Quest 2 to connect to my MacBook Pro via USB because, unlike this guy - https://neerajjaiswal.com/how-to-setup-for-quest-2-development-on-mac-using-unity-without-bootcamp, I can't get the connection to work. I've followed the instructions in the link above, but just to summarise: - I have verified my developer Oculus account, where I've set up an organisation for app' development- I have the Oculus phone app', which has connected to my Oculus 2, where it's enabled developer mode- The system settings on my Quest 2 show a developer section, and I've enabled the USB connection dialogue- I've installed the Meta Quest Developer Hub (MQDH) and tried ADB drivers from Unity, Android SDK, Android File Transfer, and MQDH itself- I can see the USB C cable connects because whenever I plug it in, I get an "extended battery" notification However, the EFFING ALLOW DEBUGGING NOTIFICATION NEVER APPEARS. GRRRRR Meanwhile, I've done a hard reset on the Que
Has anyone managed to enable the passthrough function?https://developer.oculus.com/experimental/passthrough-api/ I've tried the Oculus Integration 31.0 passthrough sample scenes, but I'm getting the error "Failed to initialize Insight Passthrough. Passthrough will be unavailable." OVRManager passthrough related options are enabled. I confirm I'm using Oculus runtime v31 and OVRPlugin 1.63.0, and the experimental system property is enabled. <uses-feature android:name="com.oculus.experimental.enabled" android:required="true" /><uses-feature android:name="com.oculus.feature.PASSTHROUGH" android:required="true" />>adb shell getprop debug.oculus.experimentalEnabled1 It seems OVRP_1_63_0.ovrp_InitializeInsightPassthrough() fails.
I got logged out of my developer account and couldn't remember the password.I reset the password and entered a confirmation code.Now, it wants F2A. It's using an old phone number. That won't work.It also asks for a recovery code. No idea. Where would I find it?I work for a VR company that has an app on the Meta Store.I need my developer account to work.
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