Passthrough Over link Fragmented and Slow
Hello, I have been working on a project using Unity 2022.3.7f and Meta All in one SDK 59.00 with passthrough. Everything in development has been fine and passthrough worked perfectly up until a few days ago the passthrough with no changes now is pixelated and slow. I have tried multiple headsets(2x Quest 3), link cables, ports, reinstalling meta quest link, reimporting all assets. I believe that this is because of a update with meta quest software so I updated the All in One SDK to 68.0 and am getting this error stuck at this point. Tried it additionally on a blank project with the 68.0 MAIO working and it still gives the poor passthrough performance. I AM BEGGING FOR HELP.987Views0likes3CommentsBuffer-based Haptics are broken for Quest 2
Haptic controller vibrations are a crucial tool for creating game immersion. While simple "buzzes" (a constant vibration amplitude for a specified duration) can be serviceable, modern controllers allow developers to play custom waveforms through the controllers, such as sawtooth waves, sinewaves, and even Audio Clips. This adds texture and nuance to the effect, and is the superior way to play haptics in 2022. After much trying, it appears to me that the buffer-based haptics are fully broken for Quest 2 controllers in the Oculus integration for Unity. I have tried in 3 ways: Using the Unity generic XR system: byte[] samples = new byte[1000]; // This would be loaded with samples to create a custom vibration waveform var handDevice = InputDevices.GetDeviceAtXRNode(hand == Hand.right ? XRNode.RightHand : XRNode.LeftHand); // Pass the buffer into the controller if its "haptic capabilities" say that it supports buffer-based haptics if (handDevice.TryGetHapticCapabilities(out var capabilities) && capabilities.supportsBuffer) handDevice.SendHapticBuffer(0, samples); Using Rift S and Quest 1 Touch controllers, the above code runs successfully. Using Quest 2 and Touch 2 controllers, "supportsBuffer" is false on the capabilities class, and the samples cannot be successfully sent. I know that it is incorrect that the Touch 2 controllers do not support the feature, as I have in a few instances been able to send a buffer to Touch 2 controllers using the below method. Using OVRHaptics: var ovrHapticClip = new OVRHapticsClip(myAudioClipToTurnIntoVibration); var channel = OVRHaptics.RightChannel; channel.Queue(ovrHapticClip); The OVRHaptics class has a function for sending a haptic buffer in through a "channel" (controller). I can actually get this method to work in a test scene. However, it requires me to put the OVR plugin in a legacy setting (Oculus/Tools/OpenXR/Switch to Legacy OVERPlugin (with LibOVR and VRAPI backends) ). If I am not in this setting the function does nothing. In another project, if I set the project to this setting and try to send the haptics buffer, the engine gets stuck in an infinite loop. According to what I can find online, the OVRHaptics class is intended to be deprecated, anyway, so it doesn't seem like a good solution. Using OVRInput: My understanding is that OVRInput is the modern, sanctioned way of sending haptics to Oculus controllers without going through the generic Unity XR system, and they contain a method for a "simple buzz" (amplitude and duration parameters only) via OVRInput.SetControllerVibration. However, they seem to lack any functionality for sending in a custom buffer, unlike the deprecated OVRHaptics. I would love any advice regarding ways I can get this feature to work. I figure I'm either wrong about some of my conclusions above, or the feature is fully broken at the moment -- either way, I'd love to know. Thanks in advance for your help!3.1KViews13likes1CommentOculus Quest 2 LCD Screen Replacement
Hello, Sadly I realized that the sun just burnt my LCD screen. I have permanent yellowish spots on both lenses. Anyone knows the price to replace the LCD by Oculus ? It's not that much pertubing but I feel that I'm losing a bit of immersion in VR because of it. The user experience is not the same anymore. Thank you for any advises ! MdK8KViews1like4CommentsBroken Controller.
Hi! So basically I've had my Oculus Quest 2 since December last year. Everything was working fine until somehow... my left controller just stopped working. Theres no physical damage that I can see. I've tried swapping batteries and nothing seems to work. When I start my oculus it says "Controller not found, change batteries or contact Oculus Support." or something along those lines. I'm kinda upset about it but theres nothing I can do. 😞1.4KViews0likes1CommentElite Headstrap plastic broken :(
My Elite headstrap plastic broke on the left hand side just now! I am just glad that it broke within the warranty period, and I am able to return it. Should I wait and get an improved headstrap down the line, or switch to Vive DAS with 3d printed adapter?6.9KViews1like12CommentsLeft controller stick drifts and nothing works
My left controller stick keeps on drifting backward, which makes it harder to move on games like Pavlov and Rec Room. The controller stick also drifts down on the Home Screen. I can’t find out how to recalibrate it. I tried cleaning the control stick with air spray and a q tip with alcohol on it, and it still has the problem. I have also tried disconnecting the controller. I also tried taking out the battery for a bit and unpairing and repairing but nothing seems to work, it worked fine 2 days ago when I got it827Views0likes1CommentStuck on boot after update
I want to turn my oculus on after using it last night perfectly when I turned it on it powers up it went to a screen within arrow inside of a computer chip minute goes to a black screen within oh and stays there forever I contacted support they walked me through a factory reset same thing happens waiting to hear back but by reading the reports online it's not looking very good and I am looking To see who else is dealing with this problem.904Views0likes0CommentsGOODBYE Quest 2 -
So, my oculus quest 2 stopped working after exactly 20 days I had it and about 20-30h spent in VR. It was charged yesterday and today just stopped charging or turning back on. Gotta love oculus support though, I've had a defective strap and wrote to them 2.5 weeks ago, still haven't resolved it. So as you can imagine I hardly have much hope for a resolution to a BROKEN BLODDY HEADSET. I've tried all the buttons, tried them for minutes with all configurations. The headset just isn't turning back on and not charging. Quality really leaves much to be desired and customer support is basically useless. Why so negative you ask? Cause we are all in lockdown and hardly allowed to get out of the house, so, don't judge the negative approach.1.1KViews0likes3Comments[Rift S] Headphone jack glitching
Hello, As of today the headphones jack of my Rift S started breaking down. It still somewhat work but if I put the slightest ammount of pressure on it I loose sound in my left ear. It is still under warranty so I'll probably try to get it replaced... The problem is that the original foam on the facial interface started fall apart a couple months ago. Therefore I replaced it with some velcro and used it with velcro. So the question is, could Oculus support be real d*** and use my facial interface as an excuse to refuse me support ?1.6KViews0likes1Comment