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.Solved176KViews9likes102CommentsOculus Go not pairing with phone anymore
I bought my Oculus Go back in 2018 and been using it for sometime now. Suddenly today when I turned it on, it was stuck with showing the 3 dots. I did a factory reset on the headset. Uninstalled and reinstalled the oculus app on my phone, I restarted both headset and phone multiple times. After I log into the oculus app on the phone and tried to add a new device, it detects the oculus go serial number but it is no longer able to pair with the oculus headset on Bluetooth. I have tried multiple times now to restart and reconnect over Bluetooth. Wifi is also enabler on my phone. Both phone and headset are fully charged. Now I do not know what to do anymore to get the headset working.Solved20KViews6likes19CommentsHow to send data(0,1,2,3) to an Arduino or Raspberry via Bluetooth or Wifi.
Hello readers!. i am working on a medical project that uses VR for rehabilitation of people with certain kinds of traumas, physical and emotional (cant reveal more info about it). I would like to know if there is a way to pair an Arduino or Raspberry with a Bluetooth module, so when i hit an object or do something in VR, the raspberry or arduino can read a 1,2,3,4 or a couple of chars. My guess is 1) Pair the oculus quest android to the arduino (can this be done?, or is it only for gamepads) 2) Use a wifi server and send messages over HTTP or OSC. 3) connecting directly to USB if possible, a long usb cable wouldn't bother that much. To me, bluetooth would be the best one because it wouldnt require to use an external wifi , router, and extra program. Any ideas? someone tried this already?. Im working with Unity and Oculus SDK, but this is a platform agnostic solution, and there are many people already asking about this. Also, can the arduino be seen as a "gamepad" somehow? so i send and receive input , like cheating the quest.12KViews4likes16CommentsAllow option for internal speakers to work with headphones connected / 3.5mm / BT
Hello, Quest 3 feedback suggestion: Allow option for internal speakers to work with 3.5mm or bluetooth headphones connected. Reason: For devices such as the Woojer haptic feedback vests, straps or subwoofers, you cannot use the built in speakers due to connecting these either via the 3.5mm jack or bluetooth. Adding this as an option would not hurt anything, heck you could even add a pop-up to note that this setting has been changed and where to find it each time something is connected. Advantage: There would then be no need to use additional headphones when wearing a haptic vest, haptic strap or when using a subwoofer. Headphones can be cumbersome or not even possible to use with most VR headstraps. Many thanks for listening.324Views4likes5CommentsMeta 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.23KViews4likes52CommentsOculus 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 appreciatedSolved18KViews2likes10CommentsConnecting Bluetooth device to Quest 2
Hi Dev community. I would like to connect a Bluetooth device (not headphone or keyboard ) to my quest 2. Currently my app running on Unity engine. Does Quest 2 support this kind of scenario? Is there any documentation available how can I do that as a developer? Is the an example that I can look into? (preferred in Unity) Any information about BT connectivity support in Quest 2 will be warmly welcome 🙂 Regards, S.C.1.8KViews1like2CommentsSecurityException when accessing Bluetooth API
I'm trying to access the Bluetooth API within a Unity project, but I end up with a SecurityException: 01-24 20:40:47.280 26380 26405 E Unity : AndroidJavaException: java.lang.SecurityException: Need BLUETOOTH permission: Neither user 10076 nor current process has android.permission.BLUETOOTH. 01-24 20:40:47.280 26380 26405 E Unity : java.lang.SecurityException: Need BLUETOOTH permission: Neither user 10076 nor current process has android.permission.BLUETOOTH. 01-24 20:40:47.280 26380 26405 E Unity : at android.os.Parcel.readException(Parcel.java:1692) 01-24 20:40:47.280 26380 26405 E Unity : at android.os.Parcel.readException(Parcel.java:1645) 01-24 20:40:47.280 26380 26405 E Unity : at android.bluetooth.IBluetooth$Stub$Proxy.isEnabled(IBluetooth.java:864) 01-24 20:40:47.280 26380 26405 E Unity : at android.bluetooth.BluetoothAdapter.isEnabled(BluetoothAdapter.java:622) 01-24 20:40:47.280 26380 26405 E Unity : at com.unity3d.player.UnityPlayer.nativeRender(Native Method) 01-24 20:40:47.280 26380 26405 E Unity : at com.unity3d.player.UnityPlayer.access$300(Unknown Source) 01-24 20:40:47.280 26380 26405 E Unity : at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source) 01-24 20:40:47.280 26380 26405 E Unity : at android.os.Handler.dispatchMessage(Handler.java:98) 01-24 20:40:47.280 26380 26405 E Unity : at android.os.Looper.loop(Looper.java:154) 01-24 20:40:47.280 26380 26405 E Unity : at com.unity3d.player.UnityPlayer$e.run(Unknown Source) 01-24 20:40:47.280 26380 26405 E Unity : at UnityEngine.AndroidJNISafe.CheckException () [0x0008d] in /Users/bokken/buildslave/unity/build/Modules/AndroidJNI/AndroidJNISafe However, my AndroidManifest.xml lists all required permissions: <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.INFO" /> </intent-filter> <meta-data android:name="com.oculus.vr.focusaware" android:value="true" /> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> <meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2" /> </application> <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" /> <uses-permission android:name="android.permission.BLUETOOTH_ADMIN"/> <uses-permission android:name="android.permission.BLUETOOTH"/> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> </manifest> This is my simple test script which also asks for the FINE_LOCATION permission if necessary: void Start() { if (!Permission.HasUserAuthorizedPermission(Permission.FineLocation)) { Permission.RequestUserPermission(Permission.FineLocation); } else { AndroidJavaClass bluetooth = new AndroidJavaClass("android.bluetooth.BluetoothAdapter"); AndroidJavaObject bluetoothAdapter = bluetooth.CallStatic<AndroidJavaObject>("getDefaultAdapter"); if (!bluetoothAdapter.Call<bool>("isEnabled")) { bluetoothAdapter.Call<bool>("enable"); } AndroidJavaObject mBluetoothLeScanner = bluetoothAdapter.Call<AndroidJavaObject>("getBluetoothLeScanner"); ScanCallback scanCallback = new ScanCallback(); mBluetoothLeScanner.Call("startScan", scanCallback); } } Does anyone have success with accessing Bluetooth on the Quest from within a Unity project?11KViews1like13Comments