Linux Support???
I'm really disappointed that I wasted $400 on a Rift S just for it to become a paper-weight since I don't want to use Windows on my computer. I have no clue why a multi-billion dollar company can't afford to support more than one operating system. I'm by no means expecting perfect support with no performance issues or hiccups on the less popular OS's, but having the headset be COMPLETELY UNUSABLE is not at all excusable. Just let me use the headset, and I'll do the optimizing myself. It's pretty embarrassing that Valve, a company valued at $8 billion, can comfortably support Linux and Windows almost flawlessly on their headsets, but Oculus, which is owned by Meta, a company valued at $572 billion can only support Windows. I understand the tone may seem harsh, but as someone who spent $400 dollars on the thing, I should have the right to use it on whatever computer I see fit even with less than desirable performance.18KViews24likes28CommentsQuest 3 link cable keeps disconnecting
I just got my new Quest 3 3 days ago. When I connected it through Oculus link app and a genuine Oculus link cable to my PC the connection dropped almost immediately. After reconnecting I noticed that even the slightest movement of the plug of the link cable (while it is plugged in) results in a disconnection. This makes connecting to a PC with a link cable practically unusable as almost every time I move I get disconnected. I want to add that there is nothing wrong with the cable. I use the same cable to connect to my old Quest 2 and my link connection is absolutely solid. Have I been just very unlucky or is there a design flaw or fault of the USB port on the Quest 3 headset? I had a chat via live support. I am now expecting an email from the support. I guess I will need to wait to see what happens next...Solved24KViews0likes39CommentsUsb C not connecting to quest link
Hello, i recently got my quest 3, i love it and am happy i decided to purchase it, however to date my only issue is that my computer or my quest will not recognize each other when connected with a USB C to USB C. i have had success with the same Cable using a USB A adapter on one end and tried to use the cable that came with the quest aswell. The quest will charge off of both ports but will only connect to quest link off of the USB C to USB A. Both ports are running usb 3.0. My computer is a Lenovo Legion Tower 7i Gen 8 (Intel) Gaming Desktop, i have a 4080 with a I7-13700KF, the usb ports i’m using are numbered 8&12 on the tech specs that i am sending a link to. It will only connect to quest link off of port 12 but still draws power (i think more) off port 8. I have tried to flip the cable as stated in the original post but no luck, please do inform me of any potential solutionsSolved12KViews1like19CommentsConsistent Unity Playmode Runtime Error when using Link after updating the Quest Link app
I updated my meta quest link app to version 71.0.0.167.524 on the date 9/30/2024. Since I have updated earlier this week, I have a new error that I face everytime I click into play mode in my editor with link. The error is "Microsoft Visual C++ Runtime Library Runtime Error! Program: This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information." I tested, around the error and it does NOT occur when running play mode normally or with the meta XR simulator, and it DOES occur 10/10 times when starting playmode with Quest Link open, which confirms the culprit. I searched the internet and the unity logs for more information but wasn't able to find answers. Please let me know if there are more logs that would be useful to attach from the Quest Link software. This error is blocking my work everyday this week, i'm working on a game that is about to ship, and now I cant get in headset to test in editor anymore. Its a shame I was just complementing folks at a meta about how much better link has gotten for developing mixed reality apps. The next things I will try are fresh installs of the project, fresh installs of the editor, then maybe a fresh install of windows. I hope this post gets noticed by others with this issue or someone at meta who can help fix it. Fingers crossed ill get another update any day here and I can get back to work. Versions and Info Windows 11 PC Quest 3 Connected via USB-C Unity Version:2022.3.20f1 Quest Link Version: 71.0.0.167.524 Quest Headset Version: 69.0.0.576.352.641228209593Views0likes0Comments[MetaXRFeature] spamming the unity console with logs when using OpenXR
Hi, when using Unity 2022.3.42f1 and Oculus Link with Meta Open XR feature sdk (com.meta.xr.sdk.core@68.0.2) , I get hundreds of log messages spamming the console similar to: [MetaXRFeature] OnAppSpaceChange: 144292415606376081 UnityEngine.Debug:Log (object) Meta.XR.MetaXRFeature:OnAppSpaceChange (ulong) (at ./Library/PackageCache/com.meta.xr.sdk.core@68.0.2/Scripts/OpenXRFeatures/MetaXRFeature.cs:228) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) In general there is no way I see to turn off these kinds of logs from MetaXRFeature.cs which is very annoying. A few would be ok, but I'm seeing hundreds588Views6likes0CommentsStreaming XR simulator 2-eyes content to quest headset
Developing XR apps on macOS is currently hindered by the lack of Quest Link compatibility. The XR simulator now offers 2 eyes display and controller data forwarding. How about streaming the 2 eyes content from xr simulator to a Quest headset via type-c cable? This might improve development experience for macOS users, bringing it closer to parity with Windows development.891Views0likes0CommentsIs there any other way to get hand tracking data other than using OpenXR in PCVR?
Hi, I am trying to find out if there is another way to get hand tracking data other than using OpenXR in PCVR. I know that hand tracking data can be got by using Meta Quest Link's OpenXR. Thank you.986Views0likes2CommentsTroubleshooting LoadSceneFromDevice() Issues in MRUK 65.0.0: Inconsistent Behavior with Quest Link a
I have noticed that the LoadSceneFromDevice() function in MRUK 65.0.0 does not work. However, strangely, it works when using the Synthetic Environment Server in the Meta XR Simulator. It only fails when running from the Unity Editor while the Quest is connected to the PC via Quest Link. However, if I check the "Load Scene On Startup" option in MRUK and execute LoadSceneFromDevice() from MRUK, it works. It only fails when I call LoadSceneFromDevice() from my script. These functions worked without any issues in MRUK 64.0.0. Why is this happening? I can't understand it.751Views0likes0Comments