Quest 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...Solved27KViews0likes41CommentsDamaged Lens - Terrible Customer Support Experience
To start this off, I do not typically like to complain, but I've never been so disappointed in a company as I am with Meta right now. I'm a 32 year old techie and I've had my share of tech issues over the years with varying levels of support. I have to say though, this has been the worst experience I've had with a product and the support. I wear eyeglasses, as many people do and I had no idea the danger they posed to the Quest 3. I purchased my Quest 3 in February and have used it a handful of times, always taking care to protect and store the device. I was using the Quest 3 yesterday and it was either too loose or too tight and my glasses bumped the inner lens, scratching both my eyeglasses and the Quest 3 lens. After reviewing Reddit and forums online, I see this is a common problem and lens protectors inside the Quest are recommended.... Well that would be fine if Meta warned about this. I've spoken with support and there is no option to fix the lens, short of purchasing an entirely new Quest 3. I just paid $700 for the 512GB less than 3 months ago and the device is basically useless now. This scratch can be seen in all content on the Quest 3. It is absolutely mind-blowing to me that there is no lens replacement option, especially given how apparently fragile these are. New eyeglasses and a new Quest 3 would run $1000. Absolutely ridiculous. I would never want Meta to pay to fix my own glasses, but the fact that there isn't a ~$100 single lens repair option is so anti-consumer for users with glasses. Had I known these facts earlier, I would have just bought prescription lenses for the Quest itself, but I wanted to share the VR experience with my friends and family. Clearly that was a terrible idea as my headset is now a $700 brick and I need to rescind my recommendation to anybody that has used it. If you wear glasses you are better off not purchasing a Quest. Support will not be helpful. I have the emails and transcript to prove it if anybody is interested.1.3KViews2likes5CommentsError: "Saving Prefab to immutable folder is not allowed" in Unity with Meta All-In-One SDK
I am setting up a fresh Unity project for a VR project that uses Meta All-In-One SDK. To do this, I created a new 3D built-in render pipeline project, and I imported the Meta-All-In-One SDK (ver.68, but this happens with the 66 as well) from the Package Manager. After the package is imported, I fix and apply all the reccomended fixes, set up the build for Android, and select Oculus as XR plugin manager. Right after doing these operations, and as soon as I save the project, immediately an error pops up: Saving Prefab to immutable folder is not allowed: Packages/com.meta.xr.sdk.interaction.ovr/Editor/Blocks/Interactors/Prefabs/[BB] Hand Ray.prefab UnityEditor.EditorApplication:Internal_CallGlobalEventHandler () This happens mainly on these two objects: BB hand ray, and OVR camera rig interaction. Important to note is that no game objects or prefabs were added to the scene (that contains only Main Camera and Directional Light). This is a problem because is affecting the Build and Run operation, returning in errors when building Player. I also had a try on another, more developed project, and this same error happens, but the Play mode with Quest Link is not affected at all and the app works perfectly, when not built. Does anybody have this same experience and problem? If so, does anyone came up with a solution? I would greatly appreciate any help. Thanks a lot2.2KViews5likes7CommentsOpenXR Meta Support TryGetBoundaryPoints Informations seeking
Hello everyone, I've been using TryGetBoundaryPoints in the process of calibrating multiple headsets on the same physical space without any external trackers. I'm trying to find some documentation on the points we get from the function, where are they calculated, by whom (Unity, OpenXR, Meta) and if they are sorted in a way or not. I sadly can't find any documentation, the only thing I know is that OpenXR didn't supported it 2 years prior and it feels like it is still the same. Based on my tests, I would have said that those four points are calculated from a "biggest inner rectangle" algorithm where the last step would leave 4 points with random orientation. Am I wrong to think that the rotation is random ? Why not use OpenXR XrExtent2Df width and height property to align the longest boundary wall to one of those two properties so that two kinda alike boundaries would have either a close to 0° difference or close to 180° difference (or is it managed by OpenXR?). On top of that I would like to know if there's any plan in getting the "GetGeometry" like to function to obtain the ful 256 points instead of the playarea (is it as well managed by OpenXR) ? Thank you every for your time! Dan740Views0likes0CommentsMeta Quest 2 + Mac | INTERACTION PROFILE ISSUE (META QUEST SUPPORT)
Hi I am running into an issue it says [Meta Quest Support] only the oculus touch interaction profile and meta quest pro touch interaction profile are supported right now I selected them but it is not working, can you help me? Mac + unity + meta quest 21.3KViews1like1Comment