OSC/WebSocket/MQTT to Quest
Hi there, I'm trying for a few days to have something working on UE4.27 and I'm hitting a wall. I've made a blueprint where i'm able to receive OSC input data from a remote laptop to a UE4.27 app that then triggers an event (for now print something or play a specific audio cue). It works flawlessly on UE4.27 but as soon as I load the project onto the quest and send that same OSC input data it crashes the app on the Quest 2. I tried different ports, data formats but still the same behavior without much logs to learn from which make me wonder if the Quest forbids such incoming IP communication ... could someone confirm whether or not Oculus Quest accepts remote information (regardless of the protocol used). Maybe I'm missing something in the settings somewhere but I couldn't find much information about it. Thanks for your response4.3KViews2likes8CommentsSpaceWarp works in empty project but not main one (Unity 6000.1.6f1, Quest 3)
Hey all, I’m running into something weird with Application SpaceWarp on Quest 3. I set up a clean empty project in Unity 6000.1.6f1 with OpenXR (Meta XR features) and Vulkan only. SpaceWarp works fine there and the performance overlay shows ASW kicking in as expected. But in my main project (same Unity version, same OpenXR/Vulkan settings) , SpaceWarp never activates. Both projects have: Meta XR Space Warp enabled Vulkan as the only graphics API Same Project Settings → OpenXR (Application SpaceWarp checked) Same Player/Quality settings I already checked URP settings, even copied the same and Materials show the XR Motion Vectors Pass still no luck. Any tips for narrowing down what breaks it? Maybe some other package that I have on my main project? Thanks!!!303Views0likes8CommentsLarge map building&texture help
Hello, I'm new in Horizon Desktop App, started creating few things. I have 2 questions that needs your helps. Is it better to parent+stack everything into a single Asset after I finish building some objects? For performance issues, because my world itemwise only %3 but almost %70 in vertex limits. How can I reduce this vertex usage? I cannot adjust textures. I'm creating one, inserting into my floor, but all the stones on the floor are so big that doesn't look realistic. I want to pattern to repeat itself in a smaller scale. Thank you for your helps52Views0likes1CommentUnity + Quest: repeated VK_ERROR_INITIALIZATION_FAILED error
I am updating an existing Quest game to use the latest Oculus integration etc. The game runs fine for a minute or so and then the visuals of the game freeze on one frame and the following is repeated on the log. It appears that the game is still running fine in the background because I can hear sounds that suggest that it is running fine, besides the visuals. Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2329) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2330) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2331) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn FenceChecker FenceChecker: wait timed out after 100 msec Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2332) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 I am about to start the trial and error process to determine what the parameters are that cause the issue and what devices are affected by it. Here is some of my build information: Unity 2022.2.15f1 Oculus XR Plugin 3.3.0 Oculus Integration 53.1 (1.85.0) Device: Quest Pro System Version 50000390062500330 Version 53.0.0.147.132.475553041 Runtime Version 53.0.0.147.132.475553298 OS Version SQ3A.220605.009.A1 Please let me know if you have any information or if it might be a known issue with my software versions.Solved5.6KViews0likes16CommentsPlease have native support for locomotion devices
It would be great to have native support for integrating VR locomotion devices (Freeaim VR Shoes, Kat Walk, Virtuix Omni, Natural Locomotion, etc.) similar to how it works with SteamVR. In SteamVR, we can implement our own driver that will translate movement from the device to joystick commands. SteamVR loads the driver and then forwards the joystick commands. We can also retrieve useful information from the headset via the driver and send it to the device, such as HMD position and orientation. Currently, to support a locomotion device on the Meta Quest, game developers have to integrate support. This isn't scalable and is a lot more work than if the locomotion manufacturer could just implement a driver/plugin/background process that works for all games that have locomotion.52Views0likes1CommentLinking To An App's Store Page Review Tab
Hi all. So recently the oculus store app page has been re-designed. It used to be an all-in-one type page. If you'd like to send the user to your review page you simply sent the user to your app page since everything was there, including the review. With the new design the Review is on a tab on the left-hand side. Previously to send the user to the app store page you could fire an intent with the app id of the desired app. How can this be done now to send them to the review tab? Is there a new parameter that needs to be sent with the intent to open the review tab? This is how the app store page was opened previously, assuming Unity. (This still works but does not send you to the new review tab) void OpenOculusStorePDPAndroid(string targetAppID) { AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageManager = currentActivity.Call<AndroidJavaObject>("getPackageManager"); AndroidJavaObject i = packageManager.Call<AndroidJavaObject>("getLaunchIntentForPackage", "com.oculus.home"); i.Call<AndroidJavaObject>("setClassName", "com.oculus.home", "com.oculus.home.HomeActivity"); i.Call<AndroidJavaObject>("setAction", "pdp"); i.Call<AndroidJavaObject>("putExtra", "intent_cmd", targetAppID); currentActivity.Call("startActivity", i); }2.5KViews0likes3CommentsCloud Backup not working
Hello. We have a project on unreal 5.5.0 for quest 3 and our save system is working and we have cloud backup enabled on dashboard. But when we uninstall the game and reinstall it we seem to lose all the saves. Am I missing some configuration? Thanks for the help.72Views2likes3CommentsDetect Ui Changes on my app
Hello im a beginner and not familiar with coding apps for the quest. Im making an app in android studio and looking to figure out how to detect ui changes inside the meta os home interface. Like the windows and these events: Launched. Hidden. Closed. and the window name for each event I've been trying to figure this out but I'm clueless and only managed to detect it for some of the windows: store camera people profile horizon feed browser. But not quick settings notifications settings library. I need overall help on where to begin with this and if it doesn't violate any rules or anything.70Views1like2CommentsQuest Runtime Optimizer cannot analyze frame capture on Quest Pro v79.1029
I'm getting errors analyzing captures, and after a day spent debugging, it seems to have started with the latest headset update. An untouched project that previously had no problems has the error now after the headset update. There seems to be an error caused by format incompatibility with the trace_processor_shell version (v46.0) and the Core SDK 70+ which causes the python script to crash? (Don't ask me the details, I'm just a tech artist trying to get frames benchmarks here). I'm running the following: Unity 6.1 and 6.2 on Windows 11 Quest Pro (updated to v79.1029 on Aug 25, the date the error started appearing) Here is the error text: MetricAPI: 68AE8CCB.json execode: 0 single positional indexer is out-of-bounds Traceback (most recent call last): File "C:\open\fbsource\arvr\projects\integrations\Unity\RuntimeOptimizer\Editor\PerformanceInsight\MetricAPI.py", line 1118, in main File "pandas\core\indexing.py", line 1191, in __getitem__ File "pandas\core\indexing.py", line 1752, in _getitem_axis File "pandas\core\indexing.py", line 1685, in _validate_integer IndexError: single positional indexer is out-of-bounds UnityEngine.Debug:LogError (object) Meta.XR.RuntimeOptimizer.Core.Util:DebugLogError (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@e44a64bf5ef6/Core/LogUtils.cs:19) Meta.XR.RuntimeOptimizer.Editor.PerformanceInsight.MetricAPI:GetCaptureMetric (string,string) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@e44a64bf5ef6/Editor/PerformanceInsight/MetricAPI.cs:68) Meta.XR.RuntimeOptimizer.Editor.PerformanceInsight.CaptureTool:ProcessCaptureToJsonObjFunc (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@e44a64bf5ef6/Editor/PerformanceInsight/CaptureTool.cs:787) System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()30Views0likes0Comments