UE DEBUGGING Advice
Looking for some advice on how to Debug my standalone game. I have my game (UE 5.5.4) that until recently was compiling with no problems and the build was working on my headset. It recently stopped working completely and crashes as soon as the app starts on the headset. I tried migrating my project to a fresh install and same result. I have been trying to debug the problem but struggling to work out what tool I need to use. Have tried using the Meta Dev App/Device Logs but I cannot see what exactly in the warnings is triggering the crash when the app starts. As far as I can see nothing specific to my game is flagged in the warnings. If I run the app in UE using the Meta simulator it runs fine. If I run it via VR PREVIEW/PIE it runs fine. If I change the game level and instance to the standard VR template level and Game Instance - I can get the VR template level to load in headset so I know that building/compiling/Android settings are working in theory Can anyone give me any pointers on tips/tricks/tools to debugging problems in my UE blueprints from a standalone build in headset?33Views0likes0CommentsWith Oculus Link, I can not see my hand
Hello, everyone! I am currently using unity for development,and want to debug my program in unity editor.But with oculus link , I can not see my hand. I just can see the Handle controller,I turned on gesture tracking in the Settings, and the program can run normally after export583Views0likes0CommentsQuestion about data saving
Hello, how to save the game data in progress (ex. virtual helmet rotation y-axis) in the Oculus Quest2 helmet, and be able to open the folder to find the stored file data after the end. I use this C# but not woking, how to test that data can save in helmet : using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEngine.UI; // private List<string[]> dataList = new List<string[]>(); // // private string[] header = { "Name", "Age", "Gender" }; // // private string filePath; // save path public class DataRecorder : MonoBehaviour { private float[] yRotations; private int currentIndex = 0; public DataRecorder dataRecorder; private void Awake() { yRotations = new float[1000]; // } public void RecordData(float yRotation) { yRotations[currentIndex++] = yRotation; } public string SaveDataToFile() { string filePath = Path.Combine(Application.persistentDataPath, "data.csv"); using (StreamWriter writer = new StreamWriter(filePath)) { for (int i = 0; i < currentIndex; i++) { writer.WriteLine(yRotations[i]); } } return filePath; } public void OnButtonClick() { float yRotation = transform.rotation.eulerAngles.y; dataRecorder.RecordData(yRotation); } } /* public float loggingInterval = 1f; // record time(sec) public string logFileName = "head_rotation_log.txt"; // private float timer = 0f; private float lastYRotation = 0f; private float currentYRotation = 0f; private string logFilePath; TimerController IOtime;*/ /*void Start() { logFilePath = Path.Combine(Application.dataPath, logFileName); IOtime.timeElapsed = timer; }*/ /* void Update() { currentYRotation = transform.rotation.eulerAngles.y; // timer += Time.deltaTime; if (timer >= loggingInterval) { float yRotationDelta = currentYRotation - lastYRotation; Debug.Log("Y Rotation: " + yRotationDelta + " degrees in " + loggingInterval + " seconds"); using (StreamWriter writer = new StreamWriter(logFilePath, true)) { writer.WriteLine("Y Rotation: " + yRotationDelta + " degrees in " + loggingInterval + " seconds"); } lastYRotation = currentYRotation; timer = 0f; } }*/904Views0likes0CommentsAny way to do live debugging in Unity on Linux?
Being able to use Oculus Link to do live debugging would be very convenient, but there's a problem. Oculus Link only supports Windows, and I use Linux. So are there any other options for debugging in the Unity editor while running the game on my Quest? (Or at least streaming to it?) My game makes heavy use of hand and eye tracking, so I'm very limited in what functionality I can test just by running it in the editor normally.845Views0likes0CommentsODH USB disconnecting.
I can use the Oculus Link cable and Rift preview successfully, but if I try and use ODH I get repeated disconnections. I get a message Allow USB Debugging? and the RSA fingerprint. I respond to allow it and after 10 seconds or so the message reappears. I have solid USB3 port. I assume the cable is ok because RIft preview works. Note sure what I have to do to fix this? Cable problem? USB2/3? Bug in ODH?1.2KViews0likes2CommentsHow to debug C# script when using the touch controllers and the headset
Hi, I am new to Oculus Quest 2, I made a sample project and I wrote some simple C# scripts for the inputs from touch controllers. I used Unity 3d editor and Visual Studio for C# scripts. The C# scripts I want to test are like the following: if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) { var touchDeltaPosition:Vector2 = Input.GetTouch(0).deltaPosition; Vector3 movement = new Vector3(touchDeltaPosition.x, 0.0f, touchDeltaPosition.y); rb.AddForce(movement * speed * Time.deltaTime); } I want to see if I move the touch controllers how the codes above behave, basically I want to debug with the actual devices. Is there a tutorial about this? Thank you in advance1.2KViews0likes0CommentsDebug tool with Quest Link not working?
so i tried the debug tool - changing pixel density and going for the supersampling .... and i did the performance overlay... nope. nothing. when i'm in the HOME and i tried some games... no overlay comes up and also no change in settings. i've tried even setting it to really horrible values to see if any effect.. .nothing. (is there a hotkey i'm supposed to press?) anyone else experiencing this? i'm on the latest builds of oculus software and drivers. i'm using an nvidia rtx 2080 also - i do get a splash screen really quick when i start the oculus software that says "your hardware is not compatible with this version of Oculus"... but then goes away real quick... i had to do an OBS recording to catch it... it's literally a split second.... and everything seems to work as far as Link functionality. anyone else experiencing this? any suggestions? (i did try on 2 pc's... one with an rtx2080 and one with a GTX 1660 ... same result) i'm running the latest builds oculus v. 12.0 EDIT - please disregard. i didn't realize there's a community forum where i should be posting this. and i can't seem to delete....845Views0likes0CommentsDebugUI AddLabel issues
DebugUIBuilder.instance.AddSlider("Gain", 0.0f, 4.0f, SliderPressed, false, 2); 1) When this Slider appears in the panel, the slider label is set to "slider label" - should it not read "Gain"? To get it to read "Gain" I have to set it explicitly var sliderPrefab = DebugUIBuilder.instance.AddSlider("Gain", 0.0f, 4.0f, SliderPressed, false, 2); var textElementsInSlider = sliderPrefab.GetComponentsInChildren<Text>(); Assert.AreEqual(textElementsInSlider.Length, 2, "Slider prefab format requires 2 text components (label + value)"); sliderText = textElementsInSlider[1]; Assert.IsNotNull(sliderText, "No text component on slider prefab"); textElementsInSlider[0].text = "Gain"; 2) How can I set the initial value of the slider? For example, in this use the initial value of Gain is 1.0f but the slider is set at 0. It's not a show stopper, but useful to have this default value to be set somewhere in the range.505Views0likes0Comments