Skip PC VR setup everyday through headset!
We wanted to use Quest (have v2 currently) headsets for showroom VR, but they have proved too complex for none-IT users to deal with, even if you are accustomed to PC tech the way you have to put on the headset and choose the PC link every time is a drag and at times the it's glitchy. Is there any way to mod the headsets to always start up in PC link mode so no in-headset menu navigation is required?Solved130Views0likes6CommentsEnabling Facial Expressions on Networked Avatars
Hi all! I'm looking to enable face tracking for a multiplayer game I'm currently developing where each avatar is network instantiated. The current documentation explains how to set it up for local avatars. Is there any documentation available for networked instantiated avatars?4.4KViews0likes6CommentsMeta Quest 3 with Link Cable has very low FPS.
Hello, First of all, I am beyond excited to try this new technology that you guys have brought to life. It is truly an amazing experience, and I’m so glad I decided to buy it. I'm also a game developer, and recently, I wanted to try VR game development in Unity with my Quest 3 headset, which is where I’m running into a bit of trouble at the moment. My Wi-Fi connection is really poor, so I decided to buy a link cable. When I test the connection, it says I have a 2.4 Gbps speed, and everything seems fine. However, when I launch Oculus Link through my headset, the first 2-3 minutes of the experience are perfectly smooth without any FPS drops. But after those initial minutes, my FPS rapidly drops, making it unbearable. I tried reinstalling the Oculus app, but the problem persists, and I’d really appreciate your help in fixing this issue. I’m using an MSI GF63 Thin 11UC-617XTR laptop with 16 GB RAM, an Nvidia RTX 3050 4 GB, and an Intel® Core™ i5-11400H Processor. My friend has a laptop with an RTX 3050Ti and has successfully developed a VR game in Unity, but I can't seem to achieve the same results. To clarify what I mean by "low FPS": when I turn my head in Oculus Dreamdeck, the area I’m looking at appears dark at first, and then, after about half a second, the graphics load. Also, I can’t click on objects smoothly because aiming becomes difficult due to the low FPS. I’d greatly appreciate any help you can offer. I really adore this technology, and I want to be a part of it as it continues to grow. Thank you!1.6KViews0likes5CommentsShared Spatial Anchors for PC Rift in Unity
Hello, I am trying to use Shared Spatial Anchors for a Unity PC application and I have some issues: I undestand that Spatial Anchors may be shared with other users using OVRSpace.StorageLocation.Cloud when saving anchors. However, from the Meta Quest Developer Hub, in Platform Services I can't activate Cloud Storage. It is not available for Rift Applications (see the screenshot) So, is it related? May I create spatial anchors and share them with users although Meta doesnt allow to Add the Cloud Storage Service? Thank you!907Views1like0CommentsQuestion during Hand Tracking Testing in Unity
Hello. I am attempting to develop PCVR-based content using Unity. The device I am using is the Quest 3, and the Unity version is 2022.3.7f. The current setup is as shown in the image below. I have already added XR Interaction Toolkit (2.4.3) and XR Hands (1.2.1) from the PackageManager, and I have confirmed that there are no errors. I am trying to test the HandsDemoScene among the provided demo scenes. While hand tracking does occur when my hands are in front of the HMD without controllers, the issue is that the hands are not rendered; instead, controllers are rendered (the first problem). Consequently, when I forcibly enable hand modeling, the hands appear, but they don't follow the finger movements as in this video(https://www.youtube.com/watch?v=uGq10Tcl3Ns). Instead, they adopt a predetermined hand shape based on saved hand gestures (the second problem). If you have any insights into these two issues, please share them.2KViews0likes0CommentsObtaining Battery Status for Headset/Controllers in AirLink Mode
I'm currently developing a VR game in Unity, and during gameplay, I need to send specific information through an API to a local Python program, which then forwards it to a backend server for monitoring. Now, I want to monitor the battery status of VR devices, but I can't find a clear answer. Please let me know if there is a way to obtain the battery status either in Unity or Python?1.2KViews0likes0CommentsHand tracking with Link works, but not interaction
Hi. I see online lots of different answers on this topic. Does Quest 2 officially supports hand-tracking with Link cable? Some users say that they could not do it, but I tried for a few days, built from Unity and I can see the hands, I can move, I can recenter, so it works apparently. The thing is, if it is officially supported, I cannot make it work withh interaction. I use interaction sdk, latest at this moment, to grab some items with my hands. Of course, in editor and in an Android build works, but with link on my PC I can see the hands, but I cannot interact, I cannot grab that object. When I pinch, I can see it lights the tip of the fingers, like it is doing in editor, but doesn't work. I am wondering if it's a Unity thing and I need to investigate further, or is it something that is not yet officially supported. Thank you Thank you.1.5KViews2likes2CommentsUnity/Rift black "viewing area" curve on right side of screen
I recently updated to Oculus Integration v38 in Unity. When I build for PCVR and press "run" in the editor, I'm seeing the black VR "viewing area" curve on the right side of the screen. It doesn't occur if I build the same scene for Quest, and for Rift S, I only see it in the editor game display - in the headset, it's not there. It's only a distraction/annoyance - is anyone else seeing it? If so, have you found a setting to get rid of it?977Views0likes0CommentsProblems with getting Oculus ID from Oculus.Platform.Users.GetLoggedInUser()
Hi. Im making game rn, and trying to add own database-based cloud storage. So i need to get Oculus ID of each player to send it to database. And its working perfectly in Unity Editor, but when im trying to do same thing in Quest - its just returning null, and there is no errors. Can someone help me? And i actually think that this problem is because of Platform.Core.Initialize(id), but idrk.1.6KViews0likes1CommentOVR screen fade Does Not fade out.
I need help fading out the camera/ screen in VR to a color. I Have tried adding this Code from another forum post from a while a go and it still does not work, I have Also tried using other Screen fading scripts, They work in the game - view in unity, but not in VR. IEnumerator FadeOut() { float elapsedTime = 0.0f; Color color = fadeColor; color.a = 0f; fadeMaterial.color = color; isFading = true; while (elapsedTime < fadeTime) { yield return fadeInstruction; elapsedTime += Time.deltaTime; color.a = Mathf.Clamp01(elapsedTime / fadeTime); fadeMaterial.color = color; } isFading = false; }7.2KViews0likes7Comments