Passthrough play mode doesn't work since Quest 3 update yesterday
I don't know how long the update was but it was working before the update and now it's not working. Normally I open unity and as long as I have quest link open on the headset and on my pc, clicking play in unity will launch the passthrough app preview on my headset. Now, when I go to launch link on the headset, it begins the colourful loading screen animation and then after a moment says "headset/pc disconnected - please disconnect and disconnect your headset" (or similar. Even though the desktop app shows the header as connective and active, and the quest home settings menu preview shows link as active.103Views0likes1CommentTroubleshooting LoadSceneFromDevice() Issues in MRUK 65.0.0: Inconsistent Behavior with Quest Link a
I have noticed that the LoadSceneFromDevice() function in MRUK 65.0.0 does not work. However, strangely, it works when using the Synthetic Environment Server in the Meta XR Simulator. It only fails when running from the Unity Editor while the Quest is connected to the PC via Quest Link. However, if I check the "Load Scene On Startup" option in MRUK and execute LoadSceneFromDevice() from MRUK, it works. It only fails when I call LoadSceneFromDevice() from my script. These functions worked without any issues in MRUK 64.0.0. Why is this happening? I can't understand it.793Views0likes0CommentsDeveloping a PC Mixed Reality App with Quest 3 Passthrough
Hello everyone, I am facing an issue with the passthrough mode on the Meta Quest 3 using Unity (version 2022.3) with the Quest Link feature. I am seeking advice or feedback on this matter. I've developed a test application in Unity for PC, aiming to create a mixed reality application that runs on PC and utilizes the passthrough capabilities of the Quest 3. The application works perfectly when connected through Air Link (wifi 6). The rendering is smooth, and hand tracking works well. However, as soon as I activate the Passthrough effect on a surface, the application slowdowns and becomes unusable. I've noticed that this issue disappears when the application is launched directly in the headset through an Android build, indicating that the Passthrough when using Air Link might be the problem. I plan to buy a cable to test Quest Link with a USB connection, but I'm skeptical that this will resolve the issue. My ultimate goal is to ensure seamless performance of this mixed reality application on PC, leveraging the Passthrough features of the Quest 3. After some research, I read that Meta does not officially support mixed reality applications executed from a PC, except for debugging purposes. Are there any developers who have successfully created and executed a stable mixed reality application using Quest Link ? Also, do you know if Meta plans to support this functionality in the near future? Any tips or experiences would be extremely helpful. Thank you in advance !7.1KViews4likes4CommentsStuck at Quest Link home view
Hi, quest link is properly connected and running the home view (with infinite empty space and QL panels) but when I hit the play button on Unity the app try to launch since I see a half sec black screen then it immediatly returns to QL home and computer view displaying Unity in play mode. Tested with different apps of my own and other templates. Everything was working fine before last oculus updates. Same issue occurs on Quest2, Quest Pro and Quest 3 headsets. Please help!646Views0likes0CommentsWith Oculus Link, I can not see my hand
Hello, everyone! I am currently using unity for development,and want to debug my program in unity editor.But with oculus link , I can not see my hand. I just can see the Handle controller,I turned on gesture tracking in the Settings, and the program can run normally after export564Views0likes0Comments