Oculus Link crashes when Unity enters PlayMode and does not work until Unity Editor is restarted
As described in the discussion title. More often than not does Oculus Link crash out of existence when entering Unity´s play mode. The setup is as follows. I use an official Oculus USB-C cable to connect my Oculus Quest to my Windows10 PC while using any Unity version past 2019 (prev. versions not tested) with the Unity build in XR Oculus package (not the Oculus Integration from the AssetStore). The idea now is that when I press Play in the Unity editor I will be able to test my app in a similar way as if it was installed on the Quest directly. This worked without any issues until some recent Oculus update (can´t tell when exactly) which apparently let´s the Oculus Link app crash very often regardless of Unity Version or complexity of the scene. The Quest itself gets thrown back into the standard Quest homescreen, Unity will just be stuck on a black screen and the Oculus app will restart anew after its disappearance. That by itself is annoying enough. But the main problem is that I cannot just exit Unity play mode, reestablish the Oculus Link and enter play mode again to fix the problem. Oh no! The major time consuming part of this misbehavior is that once it crashed I need to close the Unity editor, then restart Oculus Link, then start the Unity editor again. Imagine having a semi-big project with an active collaborate service checking for changes every time Oculus Link decides to crash and forcing you to restart the editor. Please help. I do not know how to solve this. If someone at least knows a workaround or fix that does spare me from restarting the editor, I´d be more than happy.4.9KViews3likes4CommentsHello! I'm having trouble with user identification.
Authentification request sends Oculus User ID: 0 even though all permissions are valid in developer dashbpard. My code: using Oculus.Platform; using Oculus.Platform.Models; using UnityEngine; public class UserIdentification : MonoBehaviour { private void Awake() { Oculus.Platform.Core.AsyncInitialize("227131****73792"); } private void OnOculusPlatformInitialized(Message<string> message) { if (message.IsError) { Debug.LogError("Oculus Platform initialization failed: " + message.GetError().Message); } else { Debug.Log("Oculus Platform initialized successfully."); // You can now safely use Oculus Platform functions here. } } private void Start() { // Call the method to get the user information GetUserName(); } private void GetUserName() { // Request the currently logged-in user's information Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); } private void GetLoggedInUserCallback(Message<User> message) { if (!message.IsError) { // Retrieve user information User user = message.Data; string userName = user.ID.ToString(); // Oculus User ID string displayName = user.DisplayName; // Display the user information Debug.Log("Oculus User ID: " + userName); Debug.Log("Display Name: " + displayName); } else { Debug.LogError("Error getting user information: " + message.GetError().Message); } } }959Views3likes1CommentIs it possible to read the properties of the couch and desk guardians in a Unity app?
Oculus now provides the ability to map out your couch/chair & desk through their guardian system. Is it possible to read the position & scale of the couch & desk guardians through Unity/C# to use within an app? e.g positioning a couch/desk game object based on these guardian properties.1.8KViews2likes2CommentsUser Setting: Enable / Disable Passthrough Camera For Apps
I think the decision to allow or disallow access to the tracking cameras should be a user decision. Therefore in the settings I would like to see options to enable or disable application access to the tracking cameras and the guardian system point cloud. This may require new application permission such as "Allow This Application Access to Tracking Cameras" and of course: API access to said capabilities. This would be no less of a security risk than allowing the device to access my microphone, my videos folder, my photos or my general FB account information and adding these features would enable mixed reality applications.1.8KViews2likes1CommentPlay Not Working in Unity with XR Toolkit and Link
When I select "Play" in Unity editor, I do not see the VR playing in my headset. Link is working and my desktop fully connects to the headset. For example, I can build to the headset. I am using XR Toolkit. I have link enabled and when I hit play I can see the game window in the virtual desktop in link, but do not see the entire VR immersively.11KViews2likes8CommentsFirewall rule sets
Hi, I am currently developing a multiplayer VR Experience in Unity with Oculus SDK Integration. Our company has some strict Firewall settings and I need to tell our IT department IP Addresses ports and protocols for new rules sets. My current issue is, that I cannot use the Oculus store, friend list and the SDK is not able to load the custom avatars via ID from the Oculus servers. We already implemented some rules. We already set IP range 31.13.84.xxx TCP / TLS and 69.171.250.48 but still seem to be missing something. My app only loads the default avatar but not the customisation. Everything works when using a normal Internet connection, so its definitely our IT's firewall fault. It would be nice to get an exhaustive list of IP addresses and Ports to open, that I can send to our IT department to properly use all Oculus services. Best7.8KViews2likes5CommentsOculus Unity Integration v1.39 give me errors, looking for 1.38
where can i find a proper download of v1.38? umong the errors: hands not showing when clocking on a button in 1 hand, the other hand dissappears triggers not responding as intended ( if trigger should enable the teleport arc etc, nothing happens).454Views2likes0Comments