Oculus Rift S Black Screen on Initial Setup
My Oculus arrived yesterday and while I was going through the set up process I cannot get past the "Continue Set up in VR" Screen shows nothing in the headset just darkness but the sound works fine. When I skipped the process and tried to play a game anyway I was able to see some of the games on my computer screen but still nothing in my headset Headset displays White light in within the headset and blue light on the exterior The devices all say Connected and Active I already done the following task: - Repair Oculus setup - Update Nvidia Driver - Disable USB power management standby in USB 3 root in device manager - Update Oculus driver - Remove headmask and reconnect the cable after 5 seconds. - Change usb 3.0 port and DP port. -I Tried to update the windows driver to 1903 (Not Compatible) - I made sure the cables are in the proper placements and tried different 3.0 USB ports and unplugged them all before plugging the Rift back in I still always have black screen in my headset and i can' t do the setup. Please someone help me I really wanna try this thing out My computer Specs: CYBERPOWER PC Inter Core i5-9400F 2.9 GHZ, NVIDIA GeForce GTX 1660 6GB, 8GB DDR4 240GB, 1 TB HDD, WIFI Ready916Views0likes3CommentsCan't find/join to matchmaking session [UE 4.24.3]
I'm having a problem finding and joining to sessions with UE4.24.3 (Oculus integration). I have set up a pool and I can create a session and travel the host to a map with open level and ?listen. The session is created, I can see it in the matchmaking debugger and app UI, however clients cannot see any sessions. DefaultEngine.ini has been setup, I followed the advices here: https://forums.oculusvr.com/developer/discussion/72595/fixes-for-common-ue4-oculus-platform-issues-before-submitting-to-store#latest I uploaded the build to the RC channel, and tested it with another user, who is subscribed to that channel. I look for sessions by opening the UI, which generates clickable buttons for every session. Clicking on these buttons should join the client to that particular session. The Find Matchmaking Sessions node succeeds, but Results array is length 0. Any advice about what i am doing wrong would be much appreciated. ::smile:2.1KViews0likes2CommentsDuplicated Laser with OVRRayCaster Script
Hi everyone. I got a weird problem, I created a simple Canvas with buttons and I wanted to interact with them by using the Laser Beam with the right-hand controller. So I added The "OVR Physics Raycaster Script" to the OVRCameraRig and added the "UIHelpers". In the EventSystem I added the "RighthandAnchor" as Ray Transform and enabled the "Line Renderer" for the LaserPointer (UIHelpers). Although it is working to select the Buttons with the Laser, somehow it shows two Lasers. As I tried to make a screenshot I noticed, that it's actually only one Laser but it switches position so fast that it looks like they're both active at the same time. I added the pictures, while you are in VR you see both Lasers at the same time. Does someone know how to fix this?1.2KViews0likes0CommentsStuttering audio roughly 10% of game launches
Hi all! We're getting ready to submit the rift version of our quest game because some users have been asking for it. All appears ok except for one issue... Sometimes when the game is opened, the audio across the whole game stutters. Moving between scenes doesn't help at all. The only thing that works is quitting the game and opening again. It happens roughly 10% of the time the game is opened. Has anyone else experienced this issue? Our game is pretty well optimized due to the quest version so I'm assuming it's possibly related to some build settings. Any help would be greatly appreciated! Matt691Views0likes0Commentshow to debug build failing app submission that works locally
we are trying to test submitting a test preview version of our app in preparation for future submissions, but our app crashed on launch during the automated testing phase. However, when we download the submitted test build and run it on our machines it works fine. The crash logs only gave two error messages, one of which is related to oculus use in Unity and the other informing us that we need pdb files in order to get detailed crash logs. However, when trying to upload the build to the beta branch using ovr-platform-util I get the following error: This build contains the following debugging files, which violates VRC.PC.Security.3 player_win_development_x64.pdb So I'm wondering what I should do to further debug this and get the process rolling. Is there any way to get more detailed crash logs?1.2KViews2likes0Commentshelp with oculus rift pc sdk
Hello I have been trying for a week now to write a simple app to display an image on oculus rift ( same for both eyes ). OculusTinyRoom is the only sample using OpenGL and it is way too complicated to adapt. I am reaching the point where I am starting to doubt that this library is maintained any longer. Are there better alternatives? The oculus sdk guide is outdated and almost every sample I can find on the net is at least 3 years old, would not compile against the newest sdk, and using an older sdk would often result in blank screens or all kind of errors. I am using C++ / OpenGL / Visual Studio 2017. Can anyone please help me with a link to an updated sample? Thank you !661Views0likes0CommentsOculus Rift problem with Unity URP project...
Hi All I am trying some 3D Environment with 2019.3.6f1Unity URP Template project and both Oculus Integration and Oculus Desktop plugins and I have a problem...... When I played this project in Unity 2019.3.6f1, I can see only ONE eye in my Oculus Rift Headset and I have not idea about what the problem are. I built one 2018.4.21f1 Unity 3D proyect template with the same Enviroment( but without URP) and I can see sucessfully( two eyes) in my Oculus Rift Headset I guess that maybe the problem could be for the Unity version or for URP topics, To be honest with you, I am confusing myself, for it, Could anybody help me to fix it? Thanks in advance Alejandro884Views0likes1CommentovrInputState issue with Touch
Hi, I am trying to get the button state with the code on the documentation : if (OVR_SUCCESS(ovr_GetInputState(this->session_, ovrControllerType_RTouch, &RtouchinputState))) { std::cout << "last update Rtouch : " << RtouchinputState.TimeInSeconds << std::endl; if (RtouchinputState.Buttons) { std::cout << "Rtouch button pressed" << std::endl; } if (RtouchinputState.Buttons & ovrButton_A) { std::cout << " Handle A button being pressed " << std::endl; } } And the input state seems to stay at 0 whatever the button i press. The touch are working, i can use them in others applications. Also the updated time spent is always 1.854e+06, is it normal ? The tracking state looks to work, i can get the poses of my right and left touch. Any ideas ? Best regards,489Views0likes0CommentsCamera working fine in Unity Editor, but breaking down after a few seconds in the exe build
*After posting this question here, I realized Unity board is the correct place to go, so I asked the same question over there, again. Sorry for the duplicate* Hello, I'm facing a problem that I can not really debug, and I feel like I'm missing some crucial step in building for Windows. So any insight would be much appreciated. Basically, when I run any game that I'm building in the Unity editor it works just fine. But when I export the game as an exe and run it from there, within seconds, the frames start cascading down, getting squished vertically and leaving jittery trails at the top. - The version of Unity is 2019.2.9f1, with Oculus Integration Asset from the asset store, v1.43 - The headset is Oculus Rift S and - The monitor is running at 2560 x 1440 resolution. I captured a video of what it looks like, but apparently I can't attach links yet. So I made a low quality gif which essentially shows what's going on: Has anyone else encountered a problem like this? As I said it seems like I'm missing a step, but I follow the instructions by Oculus Documentation and there doesn't seem to be anything out of order. Thanks in advance557Views0likes0Comments