Quest 3 passthrough black after developing with Unreal.
Hey, the normal passthrough function in the Quest 3 doesn't function anymore / is black after diving into Unreal development and setting everything up. The toggle in the menu is NOT greyed out. Passthrough works when playing First Encounters though. Anyone experienced the same thing? Thankful for any kind of help!9KViews0likes20CommentsTonemap Subpass stopped working in builds - UE5.4.3, Meta fork 69.0
Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it. [/Script/Engine.RendererSettings] r.Mobile.TonemapSubpass=1 r.Mobile.ShadingPath=0 r.Mobile.SupportGPUScene=True r.Mobile.AntiAliasing=3 r.Mobile.FloatPrecisionMode=0 r.Mobile.AllowDitheredLODTransition=False r.Mobile.VirtualTextures=True r.DiscardUnusedQuality=False r.Shaders.CompressionFormat=2 r.AllowOcclusionQueries=False r.MinScreenRadiusForLights=0.030000 r.MinScreenRadiusForDepthPrepass=0.030000 r.MinScreenRadiusForCSMDepth=0.010000 r.PrecomputedVisibilityWarning=False r.TextureStreaming=True Compat.UseDXT5NormalMaps=False r.VirtualTextures=True r.VT.EnableAutoImport=False r.VirtualTexturedLightmaps=False r.VT.AnisotropicFiltering=False bEnableVirtualTextureOpacityMask=False r.VT.TileSize=128 r.VT.TileBorderSize=4 r.vt.FeedbackFactor=16 WorkingColorSpaceChoice=sRGB RedChromaticityCoordinate=(X=0.640000,Y=0.330000) GreenChromaticityCoordinate=(X=0.300000,Y=0.600000) BlueChromaticityCoordinate=(X=0.150000,Y=0.060000) WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000) r.ClearCoatNormal=False r.DynamicGlobalIlluminationMethod=1 r.ReflectionMethod=1 r.ReflectionCaptureResolution=128 r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True r.Lumen.HardwareRayTracing=False r.Lumen.HardwareRayTracing.LightingMode=0 r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False r.Lumen.TraceMeshSDFs=0 r.Shadow.Virtual.Enable=1 r.RayTracing=False r.RayTracing.Shadows=False r.RayTracing.Skylight=False r.RayTracing.UseTextureLod=False r.PathTracing=True r.GenerateMeshDistanceFields=False r.DistanceFields.DefaultVoxelDensity=0.200000 r.Nanite.ProjectEnabled=True r.AllowStaticLighting=True r.NormalMapsForStaticLighting=False r.ForwardShading=True r.VertexFoggingForOpaque=True r.SeparateTranslucency=False r.TranslucentSortPolicy=0 TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000) vr.VRS.HMDFixedFoveationLevel=1 vr.VRS.HMDFixedFoveationDynamic=False r.CustomDepth=0 r.CustomDepthTemporalAAJitter=False r.PostProcessing.PropagateAlpha=2 r.DefaultFeature.Bloom=False r.DefaultFeature.AmbientOcclusion=False r.DefaultFeature.AmbientOcclusionStaticFraction=False r.DefaultFeature.AutoExposure=False r.DefaultFeature.AutoExposure.Method=0 r.DefaultFeature.AutoExposure.Bias=1.000000 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.MotionBlur=False r.DefaultFeature.LensFlare=False r.TemporalAA.Upsampling=False r.AntiAliasingMethod=3 r.MSAACount=4 r.DefaultFeature.LightUnits=1 r.DefaultBackBufferPixelFormat=4 r.Shadow.UnbuiltPreviewInGame=True r.StencilForLODDither=False r.EarlyZPass=3 r.EarlyZPassOnlyMaterialMasking=False r.Shadow.CSMCaching=False r.DBuffer=True r.ClearSceneMethod=1 r.VelocityOutputPass=1 r.Velocity.EnableVertexDeformation=2 r.SelectiveBasePassOutputs=False bDefaultParticleCutouts=False fx.GPUSimulationTextureSizeX=1024 fx.GPUSimulationTextureSizeY=1024 r.AllowGlobalClipPlane=False r.GBufferFormat=1 r.MorphTarget.Mode=True r.GPUCrashDebugging=False vr.InstancedStereo=False vr.PixelDensity=0.8 r.MobileHDR=False vr.MobileMultiView=True r.Mobile.UseHWsRGBEncoding=True vr.RoundRobinOcclusion=True vr.SupportMobileSpaceWarp=True r.Mobile.Oculus.SpaceWarp.Enable=True r.MeshStreaming=False r.HeterogeneousVolumes=False r.WireframeCullThreshold=5.000000 r.SupportStationarySkylight=True r.SupportLowQualityLightmaps=True r.SupportPointLightWholeSceneShadows=True r.SupportSkyAtmosphere=True r.SupportSkyAtmosphereAffectsHeightFog=True r.SupportCloudShadowOnForwardLitTranslucent=False r.Shadow.TranslucentPerObject.ProjectEnabled=False r.Water.SingleLayerWater.SupportCloudShadow=False r.Strata=False r.Strata.BytesPerPixel=80 r.Strata.OpaqueMaterialRoughRefraction=False r.Strata.Debug.AdvancedVisualizationShaders=False r.Material.RoughDiffuse=False r.Material.EnergyConservation=False r.OIT.SortedPixels=False r.SkinCache.CompileShaders=False r.SkinCache.SkipCompilingGPUSkinVF=False r.SkinCache.DefaultBehavior=1 r.SkinCache.SceneMemoryLimitInMB=128.000000 r.Mobile.EnableStaticAndCSMShadowReceivers=True r.Mobile.EnableMovableLightCSMShaderCulling=True r.Mobile.Forward.EnableLocalLights=True r.Mobile.Forward.EnableClusteredReflections=False r.Mobile.EnableNoPrecomputedLightingCSMShader=False r.Mobile.AllowDistanceFieldShadows=False r.Mobile.AllowMovableDirectionalLights=False r.Mobile.EnableMovableSpotlightsShadow=False r.GPUSkin.Support16BitBoneIndex=False r.GPUSkin.Limit2BoneInfluences=False r.SupportDepthOnlyIndexBuffers=True r.SupportReversedIndexBuffers=True r.Mobile.AmbientOcclusion=False r.GPUSkin.UnlimitedBoneInfluences=False r.GPUSkin.UnlimitedBoneInfluencesThreshold=8 MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256))) r.Mobile.PlanarReflectionMode=0 r.Mobile.SupportsGen4TAA=True bStreamSkeletalMeshLODs=(Default=False,PerPlatform=()) bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=()) r.PPM_DefaultCalibrationColor r.XRSoftOcclusionsPermutation=True xr.VRS.DynamicFoveation=False r.Streaming.PoolSize=3000 r.MeshDrawCommands.DynamicInstancing=11.1KViews0likes5CommentsTonemap Subpass stopped working in builds - UE5.4.3, Meta fork 69.0
Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it. [/Script/Engine.RendererSettings] r.Mobile.TonemapSubpass=1 r.Mobile.ShadingPath=0 r.Mobile.SupportGPUScene=True r.Mobile.AntiAliasing=3 r.Mobile.FloatPrecisionMode=0 r.Mobile.AllowDitheredLODTransition=False r.Mobile.VirtualTextures=True r.DiscardUnusedQuality=False r.Shaders.CompressionFormat=2 r.AllowOcclusionQueries=False r.MinScreenRadiusForLights=0.030000 r.MinScreenRadiusForDepthPrepass=0.030000 r.MinScreenRadiusForCSMDepth=0.010000 r.PrecomputedVisibilityWarning=False r.TextureStreaming=True Compat.UseDXT5NormalMaps=False r.VirtualTextures=True r.VT.EnableAutoImport=False r.VirtualTexturedLightmaps=False r.VT.AnisotropicFiltering=False bEnableVirtualTextureOpacityMask=False r.VT.TileSize=128 r.VT.TileBorderSize=4 r.vt.FeedbackFactor=16 WorkingColorSpaceChoice=sRGB RedChromaticityCoordinate=(X=0.640000,Y=0.330000) GreenChromaticityCoordinate=(X=0.300000,Y=0.600000) BlueChromaticityCoordinate=(X=0.150000,Y=0.060000) WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000) r.ClearCoatNormal=False r.DynamicGlobalIlluminationMethod=1 r.ReflectionMethod=1 r.ReflectionCaptureResolution=128 r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True r.Lumen.HardwareRayTracing=False r.Lumen.HardwareRayTracing.LightingMode=0 r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False r.Lumen.TraceMeshSDFs=0 r.Shadow.Virtual.Enable=1 r.RayTracing=False r.RayTracing.Shadows=False r.RayTracing.Skylight=False r.RayTracing.UseTextureLod=False r.PathTracing=True r.GenerateMeshDistanceFields=False r.DistanceFields.DefaultVoxelDensity=0.200000 r.Nanite.ProjectEnabled=True r.AllowStaticLighting=True r.NormalMapsForStaticLighting=False r.ForwardShading=True r.VertexFoggingForOpaque=True r.SeparateTranslucency=False r.TranslucentSortPolicy=0 TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000) vr.VRS.HMDFixedFoveationLevel=1 vr.VRS.HMDFixedFoveationDynamic=False r.CustomDepth=0 r.CustomDepthTemporalAAJitter=False r.PostProcessing.PropagateAlpha=2 r.DefaultFeature.Bloom=False r.DefaultFeature.AmbientOcclusion=False r.DefaultFeature.AmbientOcclusionStaticFraction=False r.DefaultFeature.AutoExposure=False r.DefaultFeature.AutoExposure.Method=0 r.DefaultFeature.AutoExposure.Bias=1.000000 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.MotionBlur=False r.DefaultFeature.LensFlare=False r.TemporalAA.Upsampling=False r.AntiAliasingMethod=3 r.MSAACount=4 r.DefaultFeature.LightUnits=1 r.DefaultBackBufferPixelFormat=4 r.Shadow.UnbuiltPreviewInGame=True r.StencilForLODDither=False r.EarlyZPass=3 r.EarlyZPassOnlyMaterialMasking=False r.Shadow.CSMCaching=False r.DBuffer=True r.ClearSceneMethod=1 r.VelocityOutputPass=1 r.Velocity.EnableVertexDeformation=2 r.SelectiveBasePassOutputs=False bDefaultParticleCutouts=False fx.GPUSimulationTextureSizeX=1024 fx.GPUSimulationTextureSizeY=1024 r.AllowGlobalClipPlane=False r.GBufferFormat=1 r.MorphTarget.Mode=True r.GPUCrashDebugging=False vr.InstancedStereo=False vr.PixelDensity=0.8 r.MobileHDR=False vr.MobileMultiView=True r.Mobile.UseHWsRGBEncoding=True vr.RoundRobinOcclusion=True vr.SupportMobileSpaceWarp=True r.Mobile.Oculus.SpaceWarp.Enable=True r.MeshStreaming=False r.HeterogeneousVolumes=False r.WireframeCullThreshold=5.000000 r.SupportStationarySkylight=True r.SupportLowQualityLightmaps=True r.SupportPointLightWholeSceneShadows=True r.SupportSkyAtmosphere=True r.SupportSkyAtmosphereAffectsHeightFog=True r.SupportCloudShadowOnForwardLitTranslucent=False r.Shadow.TranslucentPerObject.ProjectEnabled=False r.Water.SingleLayerWater.SupportCloudShadow=False r.Strata=False r.Strata.BytesPerPixel=80 r.Strata.OpaqueMaterialRoughRefraction=False r.Strata.Debug.AdvancedVisualizationShaders=False r.Material.RoughDiffuse=False r.Material.EnergyConservation=False r.OIT.SortedPixels=False r.SkinCache.CompileShaders=False r.SkinCache.SkipCompilingGPUSkinVF=False r.SkinCache.DefaultBehavior=1 r.SkinCache.SceneMemoryLimitInMB=128.000000 r.Mobile.EnableStaticAndCSMShadowReceivers=True r.Mobile.EnableMovableLightCSMShaderCulling=True r.Mobile.Forward.EnableLocalLights=True r.Mobile.Forward.EnableClusteredReflections=False r.Mobile.EnableNoPrecomputedLightingCSMShader=False r.Mobile.AllowDistanceFieldShadows=False r.Mobile.AllowMovableDirectionalLights=False r.Mobile.EnableMovableSpotlightsShadow=False r.GPUSkin.Support16BitBoneIndex=False r.GPUSkin.Limit2BoneInfluences=False r.SupportDepthOnlyIndexBuffers=True r.SupportReversedIndexBuffers=True r.Mobile.AmbientOcclusion=False r.GPUSkin.UnlimitedBoneInfluences=False r.GPUSkin.UnlimitedBoneInfluencesThreshold=8 MaxSkinBones=(Default=65536,PerPlatform=(("Mobile", 256))) r.Mobile.PlanarReflectionMode=0 r.Mobile.SupportsGen4TAA=True bStreamSkeletalMeshLODs=(Default=False,PerPlatform=()) bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=()) r.PPM_DefaultCalibrationColor r.XRSoftOcclusionsPermutation=True xr.VRS.DynamicFoveation=False r.Streaming.PoolSize=3000 r.MeshDrawCommands.DynamicInstancing=1627Views1like1CommentSet HDR enabled/disabled at runtime?
Passthrough still won't works (black screen) if HDR is enabled in the render pipeline asset settings, so I must build the project with HDR disabled. How can I activate HDR when the passthrough stage is done to get post processing effects on ? Actually I can successfully tick from script the HDR option, but it is not activating post processing effects at runtime. // This ticks the checkbox while running on editor, but no effects at runtime on the headset. var urpAsset = (UniversalRenderPipelineAsset)GraphicsSettings.renderPipelineAsset; urpAsset.supportsHDR = true;2.9KViews0likes3CommentsMy Quest 2 was reset to factory settings and I can't use it because of the proximity sensor
My quest 2 had a boot loop and I tried a few things like factory reset and firmware update, and in the end I found out that it was due to the proximity sensor, so I removed the faulty proximity sensor from the quest 2 and it booted up normally But now it's stuck on the black screen because of the faulty proximity sensor and I can't set it up because it doesn't allow me to use it since I can't see anything I tried to deactivate the proximity sensor through the computer, but for me to deactivate it I need to activate the usb debug mode, but then another problem appears, I paired the quest 2 with my cell phone to activate debug mode and it does not allow me to activate it My account is already verified, I don't understand why it doesn't allow me to activate this option Honestly, I don't know what to do, I can't set it up through the quest because it has a black screen because of the sensor, and I can't even deactivate the sensor because I can't activate debug mode on my cell phone If anyone can help me I will be very grateful, because in my country Quest 2 is really expensive, and there is no authorized assistance from Meta, I contacted support but they asked me to send it to another country but even if they fix it my quest 2 in another country, when it is sent back it will be taxed at basically the price of a new one621Views1like0CommentsPlease skip Guardian check when Guardian is disabled on Quest 2
I appreciate the developer feature of disabling Guardian, which saves us time. Thank you. I'd like to report a serious bug in the latest Quest 2 firmware update that wastes developers' time. A simple 2 steps to reproduce it: 1) Settings > System > Developer > Disable Guardian. 2) Long press the power button > Restart Quest 2 will then get stuck in black after the Meta logo disappears, and the only way for a developer to get out of it is to factory reset the device. It appears that Quest 2 got stuck checking Guardian when Guardian was disabled. If so, please make the firmware skip the Guardian check if Guardian is disabled. This will save us lots of time, from developers to developers.4KViews3likes2CommentsCannot run OculusDebugTool.exe & Black screen when trying to enter Link Rift via Device
Hi there, i am currently experiencing 2 issues. The first is that whenever i connect via my link cable to the Quest 2, after attempting to enter PCVR through the link button from the quest 2 device, all i see is a black screen or sometimes 3 dots. I have been told a solution to this is to reduce the resolution on the oculusdebugtool, however, when attempting to run this tool in the oculus-diagnostics folder, i get an error message which reads: "Unable to connect to service. Unable to locate LibOVRRT symbol: ovr_GetControllerPositionUncertainty Error code:-3023 Version: 23.0.0.43.517. Does anyone have any idea how i can solve these problems? It would be much appreciated :D!!1.7KViews0likes1CommentGetting a black screen when following Quest tutorial in Unity
I've been trying to follow the instructions under "Develop>Oculus documentation>Unity>Get Started" on Unity 2019.4.4f1, but while the app works fine in the editor preview, when I start it from "Unknown sources" on the Quest, I invariably see only a black void. I can interact with the guardian fine. If I put the HMD to sleep and wake it up again, I briefly see a flash of the standard Unity sky and ground scene before the void shuts everything out. I've tried recreating a project from scratch and I get the same phenomenon out of the box. I initially had not created an XRRig in the hierarchy, but doing so (and deleting the old main camera) has had no effect. I also tried replacing the XRRig with an OVRCameraRig, but that changed nothing. Is there a tutorial for developing for the Quest on Unity 2019.4 (that works)?6.6KViews4likes9Commentswhen I run appin quest, guardian wall paper appear and screen turn black
hi, i have package a project from ue 4 for quest. side load the project in quest . found the app in unknown source. but when i run the app, long time three dots appear like loading the app . after that the guardian wall appear and screen turn black.. last tow day i am trying to solve this .. but no luck.. very frustrating.. any help..546Views0likes0CommentsRandom black screen on quest
Hi First off, apologies if you see this question twice - I asked it once and the post disappeared immediately! We're experience a severe issue where, after a relatively small period of time (15 minutes to an hour) the screen in our app simply turn black and will never come back. The game is clearly still running (we can hear sfx in response to movement on controller, still use voip and verify the online connection is valid etc), however the screen is simply black. We've got some suspicious log cat output: 10-18 08:42:42.963 1037 1463 I ActivityManager: Process com.oculus.vrshell (pid 1809) has died 10-18 08:42:42.964 1037 1463 D ActivityManager: cleanUpApplicationRecord -- 1809 10-18 08:42:42.978 1037 1585 I WindowManager: WIN DEATH: Window{890a751 u0 SurfaceView - com.oculus.vrshell/com.oculus.vrshell.MainActivity} ... 10-18 08:42:43.099 1037 1583 I DisplayManagerService: Display device removed: DisplayDeviceInfo{"com.oculus.android_panel_app.AndroidPanelLayer-#main": uniqueId="virtual:com.oculus.systemux,10060,com.oculus.android_panel_app.AndroidPanelLayer-#main,0", 770 x 241, modeId 2, defaultModeId 2, supportedModes [{id=2, width=770, height=241, fps=60.0}], colorMode 0, supportedColorModes [0], HdrCapabilities null, density 160, 160.0 x 160.0 dpi, appVsyncOff 0, presDeadline 16666666, touch NONE, rotation 0, type VIRTUAL, state ON, owner com.oculus.systemux (uid 10060), FLAG_PRIVATE, FLAG_NEVER_BLANK, FLAG_OWN_CONTENT_ONLY} Specifically the 'WIN DEATH' and 'Display Device Removed' However nothing else to go on. As far as I can tell we aren't hitting memory issues or anything either - mem use stays relatively stable throughout. We're on unity 2018.4, Oculus SDK 1.29.1. Happy to upgrade if likely to fix things, but we're near ship so would rather not do so unless it's likely to help! Has anybody seen this / have a suggestion. Any help from devs or the Oculus team would be hugely appreciated Thanks Chris704Views0likes0Comments