Oculus app stuck on “pairing your quest 2” screen
Title really says it all. My oculus is stuck on the paring your quest screen. My phone says it’s connected but the app is stuck. I have already tried deleting and reinstalling the app and turning on and off Bluetooth so I don’t know what to do.Solved170KViews8likes99CommentsTracked Keyboard Sample no longer working
https://developers.meta.com/horizon/documentation/unity/tk-tracked-keyboard-samples/ This sample doesn't work for Unity 2022.3.16f1, Meta SDK v67, Logitech MX Keys Mini for Mac, Pale Gray. Whenever I select the input fields, I couldn't type anything. This probably duplicated but because the previous issue has been marked as solved, I'm creating another one https://communityforums.atmeta.com/t5/Unity-Development/Tracked-Keyboard-SDK-can-t-type-to-the-input-field-in-the/td-p/968879269Views1like0CommentsBluetooth connection between Quests headsets
Hello everyone, i develop a Unity XR app for Meta Quest and i want to connect 2 quests for local communication between quests. So i use bluetooth API by Google Android to connect the 2 Quest. (android.bluetooth.BluetoothAdapter android.bluetooth.BluetoothDevice android.bluetooth.BluetoothServerSocket android.bluetooth.BluetoothSocket) But i have a problem, when i try to pair a Quest in the Meta Quest Bluetooth settings, the pairing works but after 2 seconds, the connected Quest changes from "Connected Devices" to "Already connected", it is normal ? Another question is why there is 2 "Meta Quest 3" devices in the list, one with an Smartphone icon and another with a "Bluetooth" icon, which bluetooth device i have to choose ? Thank you917Views0likes1CommentBest way to communicate with an ESP32 and Unity app through BLE (or BT serial) on an Oculus Quest?
Hi, Been trying for a long while to get an ESP32 to communicate with a Unity app on an Oculus Quest. Recently got that ESP32 to connect to the Unity app on Quest by using the "Bluetooth LE for Android and iOS" plugin that is on the Unity store, but the app didn't find the BLE service on the ESP32 ("Error during initialize: Service not found for Write") although it was connected to that ESP32. Have tried the same Unity app on an Android phone and thankfully it functions properly on the phone. Main goal with that is to get it functioning on Oculus Quest right now though. Thanks in advance for recommendations on how to make that Unity app communicate with that ESP32 through BLE (or BT serial) on the Quest properly!6.4KViews0likes7CommentsInternational keyboards
How can it be there is still no support for non english Bluetooth keywords ?! - Meta quest could be a nice productivity tool except this makes it useless outside English countries. Its such a basic feature I was surprised it not being supported when I bought a keyboard. A little searching and I can see this has been a mentioned issue for years ! Its can't be that hard to add? I hope this gets some attention at some point.523Views0likes0CommentsQuest 3 disconnects from classical Bluetooth with ESP32 after 3 seconds
I am trying to link a Quest 3 and an ESP32-WROOM devkit via Bluetooth Classic. The ESP32 is running the following code: #include "BluetoothSerial.h" String device_name = "ESP32-BT-follower"; BluetoothSerial SerialBT; // Bt_Status callback function void Bt_Status(esp_spp_cb_event_t event, esp_spp_cb_param_t *param) { if( event == ESP_SPP_SRV_OPEN_EVT ) { Serial.println ("Client Connected"); } else if( event == ESP_SPP_CLOSE_EVT ) { Serial.println ("Client Disconnected"); } } void setup() { Serial.begin(115200); SerialBT.begin(device_name, isMaster = false, disableBLE = true); //Bluetooth device name SerialBT.register_callback(Bt_Status); Serial.printf("The device with name \"%s\" is started.\nNow you can pair it with Bluetooth!\n", device_name.c_str()); } #define BT_BUF_LEN 255 char BT_buffer[BT_BUF_LEN]; int BT_data_index = 0; // Used in loop to keep track of how many elements have been read into buffer already void loop() { if( SerialBT.available() ) { int available_chars = SerialBT.available(); // SerialBT.available() helpfully tells us the number of transmissions in the buffer. We don't want to read more than that. // Sometimes data is sent over multiple packages. In that scenario we keep pushing characters until we see a newline, at which point we start processing data. for(int i = 0; i < available_chars; i++) { BT_buffer[BT_data_index] = (char) SerialBT.read(); if(BT_buffer[BT_data_index] == '\n') { BT_buffer[BT_data_index] = '\0'; BT_data_index = 0; Serial.println(BT_buffer); break; } BT_data_index++; } } } I am able to connect to this ESP32 with the SerialBluetooth app using my Android phone. Upon connecting with my phone the console prints "Client Connected" and I can send a string across that gets printed in the console as well. However, when I try pairing the ESP32 with the Quest 3 the pairing is initially successful, but then 3 seconds later the Quest 3 unpairs itself. Further attempts at pairing the two are not acknowledged until the connection is "Forgotten" at which point it will again pair for only 3 seconds. The ESP32 never writes "Client Connected", even during the brief 3 second pairing. Given that the pairing is successful from my phone I suspect that the issue is on the Quest 3's side rather than the ESP32's side. I have tried setting the ESP32 as either a leader or a follower via a flag on SeriaBT.begin but no change in behavior. Anyone have any thoughts?Solved2KViews0likes3CommentsMeta Quest build v65 release notes
These features and enhancements will become available starting the week of April 30, 2024 and will be pushed to Meta Quest 3, Meta Quest Pro and Meta Quest 2 headsets. Please note that you can find the most up to date release notes on our release notes article and you can check out our v65 blog as well for more details. Panoramic photos and spatial video If you have an iPhone on iOS 17 and later, you can now upload panoramic photos or spatial video to your Quest headset using the Meta Quest mobile app. Passthrough improvements You’ll now see your passthrough environment instead of the default gray background for some system menus and prompts when you’re using passthrough in your Horizon Home. Mouse and keyboard improvements When using a physical keyboard or mouse with your headset, you should now see fewer interruptions from hand tracking, including when these devices are connected to your headset via Bluetooth or when using Meta Quest Remote Display. Local multiplayer and boundary recall with Meta Virtual Positioning System Local multiplayer allows multiple VR devices to play in the same physical space in a common immersive environment, while improved boundary detection uses Meta server processing to improve the likelihood of recognizing previously established boundaries, reducing the chance that you will be prompted to re-draw your boundary as you move between physical spaces. This enhanced understanding of your immediate physical space is achieved by sending point cloud data from your device to Meta servers for processing. Learn more about Meta Virtual Positioning System and how to enable it from your privacy settings. Travel mode (Quest 3 and Quest 2 only) With travel mode on Meta Quest 3 and Quest 2 you can interact, work and play in MR while on an airplane and also access in-flight entertainment. Once you enable travel mode from Experimental in Settings, you can turn it on or off anytime from the Quick settings panel. You may also see a message to turn on travel mode if you try to use your headset while on a plane. Learn more about travel mode.22KViews4likes52CommentsQUEST 2 BLE
Hey, so i am working on a unity project that involves the communication between the quest 2 and an esp32 with BLE. My ESP32 supports bluetooth 5.2, and i am trying to leverage the speeds of that technology but it seems that quest 2 is my bottleneck. Now i know for a fact that quest 2 comes with bluetooth 5.0, and i also know from the received data on my esp32 that the quest 2 supports the 2MBps speeds i have set on my esp32. I know that because when i send the data from the quest 2 to the esp32 th received data's Phy parameters for rx and tx are indeed 2MBps, if quest 2 did not support it i would revert back to the default speeds of 1MBps. To connect my unity project with ble i am using this plugin from the asset store: https://assetstore.unity.com/packages/tools/input-management/arduino-bluetooth-plugin-98960 But it seems that this plugin doesn't have the capability of changing the phy parameters on the quest 2 side. Dis anyone manage to change the ble speeds/parameters on the quest 2? Any help is appreciated, Thanks780Views0likes0CommentsOculus Quest 2 Not Pairing (tried everything)
Hello, I have searched high and low but cannot pair my Quest 2 to the Oculus mobile app on iOS (iPhone 14 Pro Max or iPad Pro (Gen 5). Things I have tried to pair the Headset to the mobile app Tried this https://communityforums.atmeta.com/t5/Get-Help/Quest-2-wont-pair-with-the-oculus-app/m-p/968756#M55963 - iOS app is the latest (226.1.0.3.47) - Same meta account used on the Quest and mobile app (developer and admin) - Oculus version 55.0.0.149.713.495424200 - Runtime 55.0.0.149.713.495424200 - iOS version SQ3A.220605.009.A1 - logging in and out of the mega app - Factory Reset the Quest 3x - Pairing after Factory Reset - Rebooting the devices - Turning on and Off Bluetooth - Removing all paired Bluetooth devices. - Pairing the Quest device via Bluetooth before pairing the app. - Sitting next to the to the the router (Wifi 6 Mesh) - Turing off mesh sub nodes - Trying Wifi 2.4Ghz and 5Ghz - Using the connected USB Cable - Trying a 5M Meta Quest Link Cable (Fibre Optic + Power) - Setting up the Avatars I have tried pairing 50 times. After factory reset the Oculus app auto detect the 5 digit code but never pairs, all further pair attempts just fail? The Device is paired to the Oculus app on Windows 11 (for Unity Development) but the Mobile app cannot see the headset? No detail but pairing failed is provided from the app? Any help appreciatedSolved16KViews2likes10Comments