Quest 1 connecting to meta horizon app but stuck on safety screen
Hi, i recently got a pair of quest 1s and i have been trying to connect them to my phone so i can get them set up on my pc. I followed what the app and headset said to do. But whenever i reached the safety explaination page I get stuck there. There is this 1 minute long video and it just keeps looping, and i can't click anything. I can either mute the volume, skip the video, return to the previous step, or just back out completely from the setup and have to start over again. If someone has a solution for this or knows of a fix, please let me know.181Views0likes3CommentsProblems with Spatial Anchors
Hello, I've been having some issues for quite a while with spatial anchors. I tried to dabble with them some months ago with little success and now I'm trying again. I've had very inconsistent result with the samples where sometimes they work and other times I can't even place the anchor. In my code all I want to do for now is call this function to place the anchor: public void PlaceLeftAnchor(Vector3 position, Quaternion rotation) { SpatialAnchor anchor = Instantiate(m_AnchorPrefab.GetComponent<SpatialAnchor>(), position, rotation); anchor.SaveAnchorLocally(); } and here is the SpatialAnchor code based on the oculus samples: using System.Collections; using UnityEngine; [RequireComponent(typeof(OVRSpatialAnchor))] public class SpatialAnchor : MonoBehaviour { [SerializeField] private OVRSpatialAnchor m_SpatialAnchor = null; public string Uuid { get => m_Uuid; } private string m_Uuid = ""; private IEnumerator Start() { while (m_SpatialAnchor && !m_SpatialAnchor.Created) { yield return null; } Debug.LogError($"Achor created. Enabled?: {m_SpatialAnchor.enabled}"); } public void SaveAnchorLocally() { Logger.Instance.LogError($"Saving anchor start. Status of anchor component: {m_SpatialAnchor == null} / {m_SpatialAnchor.enabled}"); m_SpatialAnchor.Save((anchor, success) => { // --> Never reaches this part <-- }); Logger.Instance.LogError($"End of Save Anchor"); } } I don't manage to receive a callback within the m_SpatialAnchor.Save function and that seems to be the case due to the spatial anchor self-destructing itself. I get this error: As a side note, I noticed that the anchors weren't working in the samples, until I added this line (<uses-permission android:name="com.oculus.permission.USE_ANCHOR_API" />) to the manifest. Now I was able to place and save the samples, but that wasn't enough to fix my own implementation. Perhaps I am missing more permissions? If would greatly appreciate anyone who could provide insights or their own working example of a spatial anchor implementation.2.2KViews0likes1CommentCan we Drop the Quest 1 VRC Requirement?
As Meta how now retired the Quest 1 and is only providing basic updates, can we now drop the requirement to test on Quest 1 to be accepted into App Lab? https://developer.oculus.com/resources/vrc-quest-performance-1/ I have a Quest 1 sat in my cupboard, gathering dust, solely to test my app before I submit to App Lab. If Meta, a $350 billion corporation, aren't supporting the device any more, why should indie devs be forced to! (I'll email support also and post any useful response here)986Views0likes1CommentESP32-BLE signal to Oculus
Hello everyone, I am trying to send Comand from my ESP32 to my Oculus Quest 1/2. I found 3 libraries (ESP32-BLE-Keyboard/ESP32-BLE-Mouse and ESP32-BLE-Gamepad) in Arduino, with which I can program the ESP32 and communicate with Android devices without drivers. i used the Mouse library And it worked with my Android phone. But not 100% in Oculus. the Oculus can find my devise and connect to it but when I press the button sometimes something happens and sometimes it doesn't. Do you have an idea how I can optimize this? and is it possible to configure the button in oculus quest? this is the Arduino code: #include <BleMouse.h> BleMouse bleMouse; const int buttonPin = 23; boolean oldPinState = LOW; void setup() { Serial.begin(115200); Serial.println("Starting BLE work!"); bleMouse.begin(); pinMode(buttonPin, INPUT_PULLDOWN); } void loop() { if(bleMouse.isConnected()) { if (digitalRead(buttonPin) == HIGH){ if (oldPinState == LOW){ bleMouse.click(); } oldPinState = HIGH; } else{ oldPinState = LOW; } } delay(50); }1.8KViews0likes0CommentsQuest 2 not recognized in Unreal Editor but Quest 1 is
I previously developed in Unreal using my Quest 1. Now I've bought a Quest 2 and it is in dev mode. When I plug it into my computer I get the pop-up on the headset to 'Allow access to data' and I say Allow. I don't get 'Allow USB Debugging' pop-up like on I do on the Quest 1, even though in Settings on the headset, under Develop, I have 'Allow USB Connections' togged on. Also, on my mobile app I have Dev mode turned on for the device. When I plug in the headset to my computer, it says 'device was not installed properly'. I remember I had this problem with the Quest 1 but can't remember what I had to do to fix it. I think manually selected the drivers but can't remember the steps. Anyone know? In my Device Manager, under 'Other Devices' I see 'ADB Interface' with a yellow exclamation mark...I think it had something to do with that. Edit: ok got it working. I had to go into device manager and add legacy hardware for samsung phone (set it to Oculus) under the Action menu dropdown1.3KViews0likes0CommentsUpgrade probleme mit Sideload und Quest 1
Ich habe das Problem, dass nach Eingeben der Befehle in der Eingabeaufforderung, das Programm lädt, jedoch bricht dies nach genau 47% immer wieder ab und dort steht der Fehlercode: "Total xfer: 1.00x". Hast du eine Lösung dafür. Bitte um dringende Hilfe, da ich mit der Quest 1 Spiele programmiere und diese zum testen benötige. Danke schön.656Views0likes0Comments