Quest 3 how to match virtual and physical room orientation properly (AR/XR) ?
Hello, I use a quest 3 in UE5 using steamvr currently (new to quest dev in ue). I use Steam link to stream the picture to the quest3. I never packed an apk but simply started the game from the ue editor in vr mode in unreal. I recognized, that every time i start/stop the game in the editor, the orientation (yaw) of my virtual space in unreal changes kind of randomly... probably depends on inital headset position when i start the game. I want to place a virtual object in my 3d scene and i want it to correspont to the real-world location for ever - even when i shutdown unreal and the quest headset and restart. Think of an AR way to place a virtual object in your room in a specific position. I already found the ARPins, but couldnt get it to run (at least not when starting the game from the UE editor in vr mode - they seem to be overpowered for my case anyway). Generally i wonder why it is so hard to match virtual orientation to real-world-orientation. The guardian/champerone, is always perfectly matching the room - even when turjing off the headset. So the headset must be aware of the physical room and positions and orientation. Why is it such a hustle to match it in unreal? Would be glad if someone could shed some light 🙂 thank you 🙂Solved6.2KViews0likes2CommentsHow to Launch App within Oculus Quest 2 using Meta Quest Developer Hub 3.2
Hi, I am using Unreal Engine 5.02 as engine, and I am using the VR Template from the engine. I can generate the apk file without any problem. I add the apk file from my computer to MQDH 3.2 and everything seems fine. The problem that I am facing is the Launch App option from the 3 dot is not available in MQDH. The only thing that I can do is uninstall. However, I already have another apk from a different project and the Launch App option it is available. Has anyone known how to solve this problem? BTW, I checked to File Manager ---> Apps---> and tried to launch the app and it is not working. Same problem as described in my previous paragraph. I am connecting my Oculus Quest 2 using the link cable. The image below shows that the other apk have the option to be Launched within the Quest 2.3.3KViews0likes1CommentInformal Poll, Which Build Environment is best?
I'm just getting started with developing for the Meta Quest, and I am wondering what "build" environment most of you use? I guess there are basically 3: 1. Native coding (Visual Studio?), 2. Unity Engine, and 3. Unreal Engine? I have installed all 3 so far. Found an outdated tutorial on creating a basic app with Unity, after what seemed like several hours sifting through scattered information (could have been organized much better), most of the info for unity did not match the version I installed, I ended up with a very rudimentary "virtual" world on my device, but the controllers were non-functional. All that took about 15minutes to "compile". As for unreal engine, I have only been playing around with it's user interface, but haven't gotten into the actual "coding" yet. Off hand, it seems like it might work better? Lastly, there's the native made? Just code for the most part? Are there any other options? Which one do you prefer? Can you list any pros and cons for each? Thank you in advance for taking the time to read this and hopefully respond.1.2KViews0likes3CommentsUnreal game launching Assertion failed: AsyncLoadingThread crash
Hello, After a while of not building my game for Quest 2 Standalone, I am back to get that version ready. I managed to compile the code and to package without failing. But when the game launches to the Quest 2, the game instantly crashes back to the main hub. This is the error I get on the Output Log, which is not much to know what is going on, or who is the culprit. LogPlayLevel: 05-18 09:34:57.699 5979 6009 D UE4 : [2022.05.18-14.34.57:699][ 0]LogInit: Texture streaming: Enabled LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Started Connection to '127.0.0.1:56709' LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Discovered node '3D9595EF4C50F82740AFF3AED2CEE6B5' on connection '127.0.0.1:56709'... LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : LogPlayLevel: Error: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]LogAndroid: Error: === Critical error: === LogPlayLevel: Error: 05-18 09:34:58.439 5979 6009 D UE4 : [2022.05.18-14.34.58:439][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3992] LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: << callstack too long >> LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: Error: 05-18 09:34:58.440 5979 6009 D UE4 : [2022.05.18-14.34.58:440][ 0]LogAndroid: Error: LogPlayLevel: 05-18 09:34:58.484 5979 6009 D UE4 : [2022.05.18-14.34.58:484][ 0]LogExit: Executing StaticShutdownAfterError LogPlayLevel: 05-18 09:34:58.487 5979 6009 D UE4 : [2022.05.18-14.34.58:487][ 0]LogAndroid: FAndroidMisc::RequestExit(1) LogPlayLevel: Took 0.6029501s to run adb.exe, ExitCode=0 Any ideas on how I could start to look into why my game is crashing? I feel like I have no tools to know what is going on. What I've tried so far is to remove as many maps I can to see if reducing drawcalls, triangles, and texture helps. but no success yet.Solved19KViews0likes4CommentsTips on how to attain the player's boundary type in Oculus Quests VR Preview (UE4-27.2)
Hello everyone, I am currently developing a VR game within Unreal Engine 4, and I am trying to ascertain within my blueprint whether or not the player is using a room-scale or stationary boundary while in VR Preview. I have attempted to work with the nodes within the Oculus Library - Guardian folder, however they currently don’t appear to be returning any values. Does anybody know if there is a more simple way to attain this information? The only value I need is the player’s boundary type.880Views0likes0CommentsMovable Lights limits? Oculus quest 2 / Unreal Engine
Hi guys, sorry for the long text but I feel that it's easier if you know my background or the lack of it. I'm a neuropsychologist trying to build alone a 'simple' home to test a possible intervention in VR for patients with traumatic brain injury. I recently got the Oculus Quest 2 because the wireless feature it's the best to use in a hospital setting. I have zero formation in computer science or programming knowledge. However, I learned a lot with all the available tutorials online about the UE blueprint system and I managed to do almost everything that I want. What I'm trying to achieve: I have 4 square rooms (kitchen/dining/bedroom and a living room) and each one of them has ONE movable light (Points light) linked to a light switch that can be turned on/off. I did this so the patient has to work with some type of energy cost, each room has a different cost being turned on (ex living room cost 1 per second, while the kitchen cost is 2). In the session, the patient has to do some daily living activities to earn money and 'pay' the energy cost at the end of the sessions. My questions: Is it the limit, described in the UE4 documentation for mobile, is it the same for oculus quest 2? A total of 4 movable lights in the whole level? Or you can't have more than 4 movable lights touching? For example, Can I have 2 lights per room? Is it better to have two movable lights with a smaller attenuation radius (ex. two with 750) or one movable light with a larger attenuation radius (ex. 1500) Is the number of draw calls linked to how many movable lights you have at the time? I posted below the current triangle counts and draw calls that I get in my scene. How can I optimize the number of draw calls, since I can see that I'm way over the limit (170-175?) for the Oculus Quest described in the Oculus Documentation? I see that I have room for more objects in my scene since the described is 750k to 1kk, Is the number of triangles and draw calls limit higher for Quest 2? My problems: The game automatically closes when I try loading the level I created inside Quest 2. No errors givens, the HMD simply returns to the home screen one to two seconds after loading the level and showing the objects on the screen. I can run the game with no problem when I'm using the usb3 cable linked to my computer using UE VRPreview. This got me thinking that maybe I'm running out of memory or something and what I'm doing is "too much" for quest 2 to handle? The initial level that I use to load the main level runs fine inside Quest 2. I'm using the "MotionControllerMap" created by the unreal engine. Triangle Counts: imgur.com/Dy0gxon Draw Calls: imgur.com/cpIWTBc Sorry for the long post, I really appreciate any help.1.9KViews0likes0Comments