BuildingBlocks not working for Matchmaking, Voice and how to do Teleporting!?
Edit: my bad, I had the interaction essentials package installed, rather than the interaction package, which has the teleport building block đ all works now I was excited to see the buildingsblocks. However, they are a pain so far. First of all, once you start using them, you are completely dependent on them. OK. Problems arise when I want to add something basic as teleportation, there is no easy way to do this, because I have to somehow add it to the Building Block Camera Rig. I can´t take a rig from another sample, because that is not a building block. Adding all the teleport components is a huge pain and undocumented AFAIK. I cant get it working anyway. PLease turn this also into a building block then. What VR game doesn´t use teleportation!? Not so many. Then the "Auto" Matchmaking and Networked avatar. It simply does not work. As a long term dev, I know multiplayer is very hard. But if you present something as "building blocks", without further details or info, then you set the expectation that is JUST WORKS.309Views0likes0CommentsO.Q.2 - Worst produuct i ever used
the worst and most pointless device I have ever encountered in my life. Don't get me wrong - the hardware is fine, it's great. But the software, OS, working shell - is terrible. It is impossible to simply turn on the helmet normally - it requires a bunch of verifications, which cannot be completed without special controlers - it simply refuses go further, and keyboards and aero mice are not suitable. Oculus Quest 2 - basic testing, report on major issues Quest Link (+meta quest remote desktop) does not work, neither via cable nor via Air Link The cursor works abnormally, controls both the hand and the finger at the same time, it is impossible to accurately click and interact with the interface no customizable control panel (not displayed running programs, some kind of editable list of installed applications, no panels with links to programs) Voice input does not work in the browser screenshots and screen recording, in room and environment transparency mode, does not record this video, but replaces it with a black background no built-in multi-screen feature (although it should be a basic feature), installing additional software and configuring it is not an adequate solution In aditional ... - The ecosystem is closed and does not represent a normal working operating system, - Device didnt synchronize properly with the phone or computer. the helmet does not respond adequately to its connection to other devices, even when programs for synchronization on other devices have already connected it... not via cable - not via Wi-Fi, - it is impossible to connect any other devices or wireless manipulators to the helmet, such as keyboards, mice, remote controls. It is simply impossible to start the helmet without brandâs manipulators. At hardware level it can track his hands - but at the same time, the developers themselves have disabled the ability to influence the interface with their hands at start, and almost all apps in AppMarket. - To use the helmet as a monitor for your other device, there are no ready-made programs or tools. It is necessary to additionally install programs and additionally configure them. - workspace is weak and primitive. 30 years ago, Microsoft and Apple came up with the concept of "WINDOWS", a graphical interface with which you can interact by calling the necessary functions. And Meta guys has ignore that basics of UX\UI principals. Now, Having an excellent hardware-level, ready-for-everything device, Facebook (Meta) engineers deliberately turned the software shell into a pile of garbage.473Views0likes0CommentsREPORT THE SAME BUG that LOCKED OUT your ABILITY TO REPORT the bug?
How do you REPORT THE SAME BUG that LOCKED OUT your ABILITY TO REPORT the bug? That's the absurd situation I'm in now. Facebook Account Compromise -> Oculus Support with Valid Serial Number -> Month Long Investigation -> Reactivated -> Year of Nightmare Repair and Cybersecurity Integrity Tightening -> Software Trips Up Old Inaccurate Database Record -> Repeat -> Meta Support and EMail back to Last Year's Thread Now Dismissive Not Their Department I wasn't even posting anything, and it'd be a pretty extraordinary find for a new more isolated updated computer, new smartphone, etc, with FIDO/YubiKey 2FA, to have everything necessary to post as me without me being able to still prove who I really am. This isn't move fast, or breaking things. After a year of this nightmare, this is just utter incompetence. https://www.linkedin.com/feed/update/urn:li:activity:7138303413167046656/ https://www.linkedin.com/feed/update/urn:li:share:7138089002615640064 https://community.openmr.com/t/vr-future-facebook-edition/41328 Please keep in mind I am already not just arguably a VR community influencer, but I regularly interact with the most prominent VR influencers, and among other things, I have been an essential volunteer at many of Pimax's events. I will be attending CES this year, and I will be on camera with many such persons as Kevin Henderson and Martin "SweViver", and I will be following up with them to ensure the dangers I see Facebook continuing to pose with such a total support absence are addressed. As well as other ways I can follow up. I am considering legal representation, as I believe I can see clear legal implications with wider policy and ethical implications given the unreasonable and unnecessary length of time, and the amount of damage, this has caused and causes me personally and professionally.819Views0likes0CommentsMetaXR plugin v49 bugs with UE 5.1.1 from Epic and the standard OpenXR Template
I share these errors that I see have already happened to several people, including me: First error: If you go to Project Settings - Plugins - MetaXR - General, and change the XR API from âOculus OVRPlugin + OpenXR backend (current recomended)â to âEpic Native OpenXR with Oculus vendor extensionsâ, after the forced restart generates this exception: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000 UnrealEditor_OculusXREyeTracker UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I see in Git that the change is to add the entry "XrApi=NativeOpenXR" to the {Project Path}\Config "DefaultEngine.ini" file. Second bug: When we create a Windows version (which worked native on Android and MetaXR Plugin in Quest 2) and run it in Quest 2 Link from PC, the floor is at eye level and the buttons on the controllers don't work, although we can move our eyes and hands without moving our fingers. It seems that in the VRPawn Blueprint, the Begin Play event does not detect the HMD as Enabled. Third bug: Using the unchanged VRTemplate and the OpenXR and MetaXR plugins, an Android build can be made without problems, except that the bottom three fingers of the hands only work while making some selection in the menu panel.4.3KViews1like2CommentsTime wasted due to Quest bugs, instability, missing features.
There are so many day-to-day development issues, I thought I'd share some of the big time wasters. (And one potentially dangerous one - I'd love some feedback on #1) I'm disappointed in general at how developer-hostile the headset OS/UI/Shellenv/QuestLink is, and quite annoyed at how many liberties Meta take with our time with regards to not fixing basic usability issues. Please, feel free to chime in with your own annoyances. #1: Airlink/Questlink gets stuck in a glitchy state with broken tracking and flashing warped tracking (daily). â Usually just from leaving it on the desk for 5-10 mins. In this state, anything waiting on OpenXR will be stuck, and often crash. The solution is to - (as admin) kill OVRserviceLancher.exe and all descendants - wait for the device to respond to input properly and exit - unplug / replug - Start the oculus app again - sit through "Checking the status of your oculus app" - reconnect Tried: Win10/Win11, AMD/nVidia, new drivers, brand new machines, etc Doing this several times per day is a bit of a waste of time, but more importantly from what I've seen the rapid flashing might pose a photosensitive epilepsy risk. I genuinely hope it doesn't hurt anyone, but if it does... i can't see it looking good in court that it was known about for so long and ignored. Put a warning up at least. #2: Windows rearrange themselves with the headset off E.g. when returning to the virtual desktop after testing something in link, my desktop will often be way off to the side, half on the floor etc. Potential causes: A: it's a bug and it's just been ignored for ages B: it's trying to be too smart and putting windows relative to where the headset faces when it detects my face. With B: usually being "half way on my head pointing down at the desk" as I put the thing on. Either way it hinders usability and wastes time. Please stop moving them. Leading to #3 #3: ... Window placement in Quest Link/Air Link is inconsistent Honestly, it's pretty awful, imprecise, and inconsistent. By default windows appear down behind the toolbar -- where my start menu & things are, so I have to move them every time. Then when moving the windows, they snap to an invisible grid in awkward positions. (Including allowing windows to z-fight due to the shared space) Why, it doesn't add any value? It's a small fix too requiring only an option to disable grid snapping, and opening windows *above* the toolbar by default. It gets grating doing this over and over, so I tend to just not use the feature, as I suspect others do too. Remember, as you're developing, the headset is off and on more than it might be while playing a game, so these issues are amplified. 4: After some time on the desk it'll complain about being outside the guardian for too long. â It makes sense to develop with the headset on your desk sometimes, using only a controller or two. It's a legitimate thing developers do. But this message gets in the way, wasting more time, leading to #5: 5: You can't use passthrough (doubletap) with the guardian disabled... Guess when I need it the most? I have to constantly lift the headset and put the controllers down without a reference point. More time wasted. I'm not trying to run a marathon with passthrough, I've already agreed not to get litigious about any injuries at this point, so passthrough would definitely help. 6: Quest Link/Air Link is miserable on an AMD devices. E.g. even a nice beefy card like the RX 6800 connected with the cable seems to underperform compared to a similar spec Nvidia 3080 over Wifi. AMD already have a history of releasing broken drivers -- that's not really a Meta issue -- but the blanket policy of "update to this new driver to continue" before checking if the new AMD driver is a dud has caused performance issues and wasted more time. 7: The timing for taking a screenshot or video is inconsistent (key combo). I know there's a knack to it, but under a heavy load the timing seems to change depending on how long the spinner takes to appear on screen. Especially with e.g. #1. It' minor, but it's one more time waster in a big list. 8: When recording a video (key combo) voice is off by default I have to come out of the game and bring up the little menu with the voice toggle. It could remember that setting and save me repeating it all the time. 9: When plugging in the device, it asks if I want to share pics/vids every time. â I do; I'd like it to auto accept every time. Give me that option, without disabling the dialogue entirely. (More time wasted going back and forth through the settings) Which leads on to #10 #10 "Searching for PC" with no viable connection â E.g. I've disabled the "share your pics" dialogue from #9. And I try to use Quest Link (wired). But the cable has come loose (it's very heavy, it does that a lot). The dialogue sits there searching despite knowing there's no USB connection and that WiFi is off. Just stop and tell me this immediately. It's a consumer unit, there's no third secret ethernet option. #11: No in-device option to jam the face detection sensor on. I know this is probably to hide the fact that the device uses so much power that it can't charge while playing... But give me 10 minutes without resorting to loading up third party software. With it jammed on, we can still use the power button if it's not in use for 20 mins, etc. #12 Connecting to air link. There's no indication that what you're clicking is a binary checkbox. So you end up clicking your wifi sometimes and just disabling the "launch" button. It doesn't help that it says "missing requirements" but lets you connect anyway... sometimes. (Minor, but once again, among a long list of annoyances) #13: And in general Every so often, all my shellenv windows mess up. I get stuck in a void where the Oculus button does nothing. Sometimes the window icons all vanish. Occasionally the main toolbar's icons default to the blocks, independently of launch icons going missing. Again, this is amplified by having to wear/remove the headset many times. #14: vaguely related... Just while I'm here, I wanted a moan about the store. I don't care about pre-rendered videos, I want to see the gameplay before clicking anything. Took me a while to realise that you have to click on the video to see the preview images because I have zero interest in clicking videos, and doing so lags the UI while we wait for the video, just to immediately click off it. A single page to scroll through would be preferable to the "sections" too. That and the suggestions tend to be the same few things over and over and over (on PC, headset, and mobile) I find myself just goggling things or buying them on steam to avoid the store. All in all, the Unity SDK for example is ... very impressive! But the developer experience on-device is... i don't want to say pathetic, but it's not great for such a large company. I want to love this thing, this ecosystem, but I've got a keen eye on the competition now.1.2KViews6likes0Comments*Multiplayer does not work Quest 2 UE4.26?*
Quest 2 - Quest 2 online pool browse and online using BPs Ue4.26 doesn't work. I create session (host) open map listen and on the other headset can see the server and it says there is one player in that server. When I join the server it says its successful. However nothing happens, and the server browser now says the server has two players; but I never moved either way???? I never see the other player. https://issues.unrealengine.com/issue/UE-82549 I even applied these fixes to the source and still doesn't work? I purchased a second Quest 2 to setup multiplayer only to find it doesn't even work I am using the Oculus source with everything setup correctly game passes all validations. I really need help with this I have done everything I can. Thank you.Solved6.7KViews1like13Commentsproblem with unity build and Quest
Hello, I was trying to test how to import a unity build on oculus quest and i encountered an infinite loading screen problem. -activate developer mode in my oculus quest settings -make a simple scene with a camera, light and a cube to observe in unity 2019.1.6f1. -import oculus integration package on the asset store -in build setting, select android, switch platform and add open scene to the scene in build -in player setting > other setting select Android4.4 'KitKat' -in player setting > XR setting, activate virtual reality supported and select oculus -in oculus > platform > edit setting, i added the application id of my app and then when i hit the build and run button, unity answer me with a build succesful message but the oculus quest is stuck in a black screen with the loading white dots. I tested different fix found around internet (like delete vulkan API) but none of them seems to work, if someone has an idea of how to solve this problem i would be very grateful. thanks12KViews1like8CommentsLabs review team confused by ASW (Application space warp)?!
I submitted our app for labs. After a couple of decades weeks the feedback is: "The app runs noticeably lower than 60 frames per second on supported devices". Well if you only look at Oculus' own review tools then yes, it says 36 FPS when application space warp is in use. It is running at 36 FPS steady, as intended. And thus with ASW it becomes around 72 FPS. Please educate the review team! đ Also: The Oculus Dev portal is extremely buggy, the UX is terrible, review times are far too long, I never receive emails after a review has taken place, locale is only correct here and there (a mix of english and norwegian in my case) and labs is far from what it is supposed to be in my opinion. Labs makes it sound like something innovative, a way to quickly iterate on ideas. Instead it is a total blocker. Apple AppStore reviews are a breeze in the wind compared -can you believe it!?1KViews1like0Comments