Unreal Multiplayer issue Joining Session
Hi, I've posted this on the Unreal forums as well so if I get an answer there I will post it here. I've been developing a VR demo in Unreal 4.22 for the Quest for about a month with great success. It is a multiplayer shooter and I've been hosting on the Quest or Vive and have tested with 4 players, everything's great, until... Randomly about a week and a half ago, for some reason the Join Session node is not allowing the client to connect to the listen server anymore. When the client calls Join Session after finding the server, the Join Session node fire off and complete off the success pin as if everything is fine! except nothing happens... I also setup a test in 4.23( of course following the instructions on this site) and am experiencing the same issue or issue where I connect to the listen server but it isn't the same instance of the server as the players cannot see each other inside the level. Has something changed recently regarding networking on the Quest? Is anyone else having multiplayer issue in Unreal recently? I feel like something changed and I just don't know about it.13KViews0likes25CommentsMoving Grabbed Objects jitter (Unity)
Using Unity 2018.4.5 and Oculus 1.38 When I hold an object (simple scene with just a cube) in my hand, then the movement of this grabbed cube is very jittery and not smooth at all. Using OVRPlayerController with LocalAvatar in TrackingSpace and AvatarGrabberLeft and Right inside this LocalAvatar. I set the Fixed TimeStep in the Project Settings to 1/72 (0.01388889). I uploaded a video of this behaviour: https://youtu.be/AoJ_d0d2Dq8 It's not as obvious in the video as it is in VR, but I think you do see the issue at the edges of the cube with the stuttery movement. Interestingly, when I throw away the cube, the movement is smooth. Also the movement of my hands is smooth, it's only the object I'm grabbing that stutters. Any idea how I can prevent this? Thanks!12KViews2likes19CommentsUsing Oculus Quest controller for clicking on Buttons
Hi folks, I'm currently building a prototype for a project (using unity 2019.4.0f1). That means it doesn't have to be perfect and there are just a few functions involved. So far I created the environment and added a dialogue system, which pops up when the button is hit. This is working absolutely fine when I'm in Unity and try it on play mode. But when I try it out on my Oculus Quest, everything is shown correctly but I'm not able to click the button (as I did in play mode with the mouse). I'm using the custom hands and are able to grab things - but it seems I'm too stupid to click buttons. My brain tells me that there is a simple solution, but right now I'm more than desperate. I hope there's someone out there, who can help me. Btw I'm a newbie and try my best - be kind. Thank you in advance! I don't know if it helps but here are my Hierarchy... The button in the inspector ...and the button in game6.7KViews0likes5CommentsProject Has Stopped on Oculus Quest
Unity 2019.1.2f1 and most recent Oculus SDK Oculus Quest fully updated. For some reason when building this project I get no errors at all and it runs perfect in the unity editor with good FPS and went through the Oculus Performance Lint Tool and the other tools. It installs on the headset just fine but once run, it loads up and then crashes stating: "IEP Framework has Stopped". ( IEP Framework is the project ) I included the logcat files from adb. I am not good at reading these and cannot figure out why it is doing this. When I remove everything from the scene except the LocalAvatarWithGrab, it still does the same. Any ideas?16KViews0likes4CommentsHow to set up mic input correctly in Unreal?
Hello! I'm currently working on my final year project for Uni and need to access the microphone in the Quest 2. I've found the AudioCapture component and assigned a submix to it and then I'm recording this input which is then played back through the headset. When using the VR Preview it does exactly what I expect, I can hear myself through the headset audio and can then hear the recording play back once it's complete too, however the problem is when I try to launch it onto the device instead, nothing happens, and no sound occurs. I've put in print strings to make sure the blueprints are still being run through, which they are, but no audio is present. I'm unsure as to what could be causing this. Any help would be much appreciated.5.9KViews0likes5CommentsBluetooth Activation in Oculus Quest (Unity)
I'm developing software to Oculus Quest. I need to connect a arduino board to my Quest via bluetooth. I tried to use the asset "Arduino Bluetooth Plugin" from Unity Asset Store, but my oculus quest bluetooth seems not be enabled. What is the way to enabled Oculus Quest bluetooth and scan/connect another devices? Thank you!5.4KViews0likes2CommentsWaiting for debugger to attach
When I try to debug from Android studio, I get a message in the Quest that it is waiting for the debugger to attach. In the Debug window I see "W/ActivityThread: Application com.oculus.sdk.vrcubeworldna is waiting for the debugger on port 8100..." It then goes on to attempt to connect to com.oculus.sdk.vrcubeworldna by starting the LLDB server. Note that I do not remember receiving a popup on the Quest asking if USB Debugging is allowed, but I am not 100% sure about this. Any hints?1.8KViews1like2CommentsCreating a movie render-to-texture shader works fine on Rift, won't render on Quest
I've created a simple render to texture movie playback system to create a shader for my Unity 2019.3 URP graphics project. When I apply that shader to my object surfaces and playback on a Rift (or Quest w/Link) the movies all playback correctly. When I do an Android/Quest build and playback the .apk the movies won't render. I've tried both URP lit and unlit types and neither work. Any ideas on why this works for Rift and not Quest? Note, I'm not by nature a coder or artist so it's highly likely there's a simple fix for this humble audio person :) thanks!792Views0likes1CommentOculus Quest, UI and Unity : No hover event, even on the example scene
Hi ! I'm trying to understand how to whole UI interaction is working with the Oculus Quest using the sample scenes from the Oculus integration package. Everything's working fine except one thing : When playing the UI demo scene on the Oculus Quest, it seems that I'm never triggering the "hover" event of the UI buttons with the laser (the highlight color is never applied). It does work fine on the editor using the CV1. I can easily reproduce the issue on any scene. The weird part is the click event is working normally. I've tried messing around with a canvas and getting the "IPointerEnterHandler" event to trigger, but again same behavior : It's working fine on the editor, but I'm never getting the event on the Quest. I've never had this issue on the Oculus Go. There's no error in the logs from the Oculus Monitor. I'm using the latest Oculus integration, and the recommanded latest Unity version 2019.1.2f1 Is this a known issue ? Thanks !2.2KViews0likes3CommentsAccessing local files
Hi all, I'm looking to store video files locally on the Quest and access them from the apk through their file path. To be clear, I'm trying to access the internal storage on the Quest via an installed apk. This would be a video stored in the movies folder or something similar that can be viewed inside the Quest through the Gallery. I am aware that the file path of the apk is available and looks something like /storage/emulated/0/Android/data/com.company.name/files but this is not what I need. I am aware of obb expansion files but we are simply using too many external files to fit inside the size constraints of an apk + obb (approx. 7GB). This app will not be pushed to the store either so I'm not worried about any of those constraints, we will hopefully be using the enterprise edition. Any help would be greatly appreciated! EDIT: Solved23KViews2likes17Comments