WebSocket doesn't open
Hello, I am currently working on the development of an app under Unity 2019.3.8.f1. Device target is Oculus Quest 1 & 2 (focus on 1 for the moment). Script are developed in C# 4.0. My problem is : to exchange data, I want to open a websocket. The code (see below) works if I launch my app under Unity, but doesn't when launched in my Quest. public async Task<bool> Open() { Application.Model.DebugLogManager.WriteLogs("Attempt to open socket"); await OpenWebSocket(); return true; } private async Task<bool> OpenWebSocket() { ws = new ClientWebSocket(); Uri serverUri = new Uri("ws://X.Y.Z.W/mywebsocket"); await ws.ConnectAsync(serverUri, source.Token); return true; } I added some traces before and after the ws.ConnectAsync. The one before is well written ; the one after is not. Moreover on my server side, I don't receive any query, so I guess that it is not sent or something. I tested the following tricks to get more information: In Build Setting, "Internet Access" is set to Mandatory Checked the value of internetReachability that sends back ReachableViaLocalAreaNetwork (I read the documentation, I know it doesn't prove anything, but still) With Www class I tested to reach an external website, and it works. So... who's my savior ? Thanks [EDIT] I just tested to call a REST API and same issue : the connection is never achieved. Good news or bad news : the origin of the issue might be the same.1.7KViews1like1CommentI am having trouble with connecting PC and Quest 2, any suggestions?
Hi, I recently bought a new Oculus Quest 2 and tried to connect it directly to my PC for development, the problem is I cannot connect my PC with Quest 2 via its included Type C cable, it doesn't show me any messages, or alert box, instead it just charging, I searched every possible solutions and still didn't work. In my PC, I also can't find Oculus device in device manager even connected with usb. Developer Mode is On Thanks!825Views0likes1CommentTimeout error on network requests.
When i'm building my app with the Development build enabled in Unity build settings, the game does timeout on every network calls. (No problem if the build is not in development build) and on a PC build, it cut internet connection of my computer when the build is launched. Anyone with a solution for this problem ? or a way to debug it ?722Views0likes0CommentsCannot join a session anymore
Since two days I'm not able anymore to join a session. We have a listen server which starts an Oculus session with a valid matchmaking pool and some other clients which search for it and join it. On the listen server side it correctly creates the session and opens the level with the "?listen" parameter; On the client side the session is found, when trying to join it succeeds (I see the call to the delegate OnJoinSessionComplete with Success) but then it does not open the level, neither the users can listen one each other. The only interesting things I see in the log are the following: [2018.11.08-14.54.52:191][783]VoiceSessionLog: OnJoinSessionComplete: Success [2018.11.08-14.54.52:191][783]VoiceSessionLog: Registering remote talker 1483781508382744 [2018.11.08-14.54.52:191][783]VoiceSessionLog: Remote talker registered: 1483781508382744 [2018.11.08-14.54.52:192][783]LogNet: Browse: 1483781508382744.oculus//Game/Maps/StartMap [2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for GameNetDriver [2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for OculusNetDriver_0 [2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for PendingNetDriver [2018.11.08-14.54.52:192][783]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent) [2018.11.08-14.55.07:825][190]LogVoice: Warning: 1483781508382744 timed out In these three days we changed nothing, and none of our applications (four apps) works anymore. Did you change something on your side? Do we need to modify the connection some way? We use UE 4.19.2, the Oculus' version of the engine. May you help us to investigate? It is an urgent problem. Thanks ADDITIONAL DETAILS: In some previous log files (when it worked) I also see these rows, which now I can't see anymore. [2018.10.31-15.52.09:625][211]LogHandshake: SendChallengeResponse. Timestamp: 20.742823, Cookie: 255120151072099173030100234249012201097026085177018060056185 [2018.10.31-15.52.09:634][212]LogNet: UPendingNetGame::SendInitialJoin: Sending hello. [UNetConnection] RemoteAddr: 1483781508382744.oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID It seems something goes wrong with the handshake (UPendingNetGame::SendInitialJoin, from code, should be called when the handshake has been completed).1.5KViews1like3CommentsMy PC is not letting me view my Oculus GO files. Am I the only one?
I've tried just about everything. -Installed the new 2.0 Driver. -Reset my GO from scratch. -Installed the Samsung drivers (which was suggested in another thread). -Tried multiple cables. Am I the only dev who still can't get this figured out? I'm starting to feel dumb. (Note: My computer does indeed charge my GO. I just can't view any files.)1.8KViews0likes1CommentHeadset connection issues on play
Unity v2017.2.0f3, Oculus Utilities v1.20.0, OVRPlugin v1.20.0, SDK v1.21.0. Error Message: Assertion failed: Callback unregistration failed. Callback not registered. I've been having problems with the headset disconnecting when I hit play in the Unity Editor. I had been having similar issues at random times and reseating my USB3.0 card and updating the drivers seemed to fix it. But now it's only when I click Play in the unity editor. I can hear the disconnect from my PC audio, screens flash and go black, takes me to Oculus Home. Sometimes it takes me back into Unity, sometimes I have to select it from the home menu. It's making development hard. I'll try going back to my PC's original USB's and see if that fixes it. I bought the USB3.0 card recommended from Oculus. Has anyone seen these go bad?533Views0likes0CommentsFBitWriter overflowed, only with the Oculus subsystem
For one of our projects we need to execute some client operations on server (for replication) in a reliable way. We are trying to run the game on a not so powerful network (5 Mbit downlink/ 1 Mbit uplink); just some seconds after the client has joined the session, this always causes, on the client side, a connection closing with the following message: LogNetSerialization:Error: FBitWriter overflowed! (WriteLen: -1, Remaining: 4014, Max: 4014) LogNet:Warning: Closing connection. Can't send function 'ServerOperation' on PlayerController_0': Reliable buffer overflow. FieldCache->FieldNetIndex: 32 Max 103. Ch MaxPacket: 512. I understand which is the problem. The buffer of reliable events is full, so it cannot guarantee some reliable operations to be executed reliably, so its fallback is closing connection. I tried to reduce the actors' replication frequency, reduce the number of reliable replicated events, increase the replicated buffer's size. The problem is still there, after some seconds the connection is shutted down. Apparently this problem is not strictly related to Oculus, but I also tried with the Null and Steam subsystems and, with both of them, the connection is stable for hours... May you help to investigate on which is the real problem and which are the possible solutions?1.3KViews0likes1Comment