Issues with headset frame rate dropping and World editor crashing headset!
I have been experiencing issues with horizon worlds crashing my headsets.... I regularly use a Quest 3 but have also had the issue on the quest pro, i have tried resetting the headset (factory reset) and also tried multiple profiles.. but still happens.. Back story...... I am new (ish) to building and find it easier via the headset rather than desktop.. but in the last week i am having issues whereas the fps will drop to almost non existent (at random interval's) to the point the Worlds app crashes... I am also getting an error about using too much memory (even in empty worlds.. This isn't just one world either it happens in all worlds.. It isn't as bad in a published lobby but do occasionally have "lag" issues Anyone else experiencing issues or have a cure??13Views0likes0CommentsSOLVED: Hand Tracking not working in Unity Editor or Windows PC Build
EDIT: This was solved in the v62 update! https://communityforums.atmeta.com/t5/Announcements/Meta-Quest-build-62-0-release-notes/ba-p/1145169 I have been attempting to use Hand Tracking over either Air Link or Quest Link for use in a Windows PC build. After setting up a project and playing a sample scene, the tracked hands are not visible. Hand Tracking is working on the device in the Quest OS and during Quest Link. When the unity app is running and my palms are facing the headset the oculus menu buttons are visible but not the hand mesh. Steps to reproduce: Create new Unity project. Install Oculus Integration and XR Plugin Management (select Oculus as Provider) Open any Hand Tracking supported Scene (I mainly am interested in the Interaction SDK) Hands will not be visible. Depending on the scene, the hand mesh can be seen not moving from it's initial position. Tested on multiple computers (Windows 10 & 11), and multiple devices (Quest 2 & Pro). Both Quest devices are on v47. I have tested this with Oculus Integration v46 and v47.23KViews1like15CommentsIs There a Way to See the Passthrough in the Engine Editor?
Is there a way I can see the passthrough working in the Unreal Engine editor before I make a package of the game? Or is the only way to visualize it in the package. I just want to make sure it's all looking and working properly before wasting time waiting for a package to finish cooking.942Views1like0CommentsPlay in Editor no device rotation
Hi, I am just getting my new PC setup and I am trying to get the play in editor feature to work so that I can just hit the play button and run the game. I have the quest 2 hooked up through a link cable and I can get the game to run on it when I press play I am not getting any kind of rotation from the headset or the controllers. It seems like it only tracks position. When I deploy to the device it works as expected. Does anybody know what it could be. I put a breakpoint inside of TrackedPoseDriver.OnRotationUpdate and it never gets it, though I did verify that the action is binding. TrackedPoseDriver.OnPositionUpdate on the other hand, does get hit. Thanks1KViews0likes1CommentWireless editor preview on Quest?
I'm trying to sort out some tricky physics issues and need to do trial and error. I'm on Unity 2019.2 and deploying to the Oculus Quest via Build and Run, which takes quite a while to build and test for each iteration. I'd like to see the preview when clicking "play" but on the Quest. There's a possible way to do it with Oculus Link, but I think it could work with Virtual Desktop streamer over wireless. If you google "virtual desktop unity script" you'll see something that once worked but it's no longer in the asset store (4 years old). Is there an updated version of this or some other method that works wirelessly?1.2KViews0likes2CommentsUnreal Entitlement on second Play in Editor (PIE) Skipped
I created a Rift application on the Oculus Dashboard for debugging. The first time I launch a PIE instance the entitlement will succeed and I can perform a request, such as getting all of the friends; however, once I stop the first PIE instance and launch a new one I get a warning and I cannot perform a Platform SDK request. LogOnlineEntitlement: Warning: Oculus: Oculus platform service not available. Skipping entitlement check. If I restart the editor and launch a new PIE instance, it will succeed. UE 4.24.3584Views0likes0CommentsHere's a script for preventing editor crashes when reloading while in play mode
OVR crashes the Unity Editor when saving a script while in play mode. I'm not sure if the crash occurs exactly before or after reloading. Here's a script that detects when Unity will reload, removes OVR, and stops play mode. I haven't successfully restarted the play mode, but I'm happy to have it not crash anymore. Using Oculus Integrations 1.41 on Unity 2019.1.2f1, targeting Quest headsets. #if UNITY_EDITOR using UnityEngine; using UnityEditor; [InitializeOnLoad] public static class EditorOVRCrashCatcher { private const bool DestroyRig = true; private const bool DestroyAvatar = true; // register an event handler when the class is initialized static EditorOVRCrashCatcher() { AssemblyReloadEvents.beforeAssemblyReload += DestroyOVR; } private static void DestroyOVR() { if (!EditorApplication.isPlaying) return; //Debug.Log("Before Assembly Reload"); GameObject rig = Object.FindObjectOfType<OVRCameraRig>()?.transform.root.gameObject; GameObject avatar = Object.FindObjectOfType<OvrAvatarSDKManager>()?.gameObject; if (DestroyRig && rig) { Debug.Log("Destroying OVR Instance"); Object.Destroy(rig); } if (DestroyAvatar && avatar) { Debug.Log("Destroying OVR Instance"); Object.Destroy(avatar); //Throws errors once ovr is destroyed. } EditorApplication.ExitPlaymode(); //Haven't figured out a way to restart play mode so I'll just stop here. } } #endif Snippets from crash log: libovravatar.DLL caused an Access Violation (0xc0000005) in module libovravatar.DLL at 0033:e7450b10. Stack Trace of Crashed Thread 9312: 0x00007FFCE7450B10 (libovravatar) ovrAvatarSpecification_GetAvatarSpecificationUri 0x00000228352ED51A (Assembly-CSharp) Oculus.Avatar.CAPI.ovrAvatarPose_GetLeftControllerComponent_Native() 0x00000228352ECFCB (Assembly-CSharp) Oculus.Avatar.CAPI.ovrAvatarPose_GetLeftControllerComponent() 0x00000228352ECBC3 (Assembly-CSharp) OvrAvatarTouchController.Update() 0x000002283D791548 (mscorlib) System.Object.runtime_invoke_void__this__() 0x00007FFCFDD8BBCB (mono-2.0-bdwgc) mono_get_runtime_build_info 0x00007FFCFDD12252 (mono-2.0-bdwgc) mono_perfcounters_init 0x00007FFCFDD1B25F (mono-2.0-bdwgc) mono_runtime_invoke1.3KViews0likes0CommentsUnity and Oculus Go: Preview in Editor
Apologies if this has been answered elsewhere. Have spent some time searching but have not found conclusive answers. Is it possible to preview my scene in the Editor (or on the headset directly) without building and deploying an APK? In other words is there some way to "play" my scene, use the controller, and move the camera around? Either using keyboard controls, or using a tethered headset?7.1KViews1like9CommentsUsing controllers in Unity Editor (MAC) - improvement of iteration time soon ?
in may 2019 mconte wrote: "improving iteration time natively on-device is one of our top priorities this year (once we get the hardware out the door!). I don't have anything i can talk about right at this moment, but we are heavily focused on making this more palatable during development. There's a lot of tips and tricks we'd like to share once things go public, and the forums are a great resource for things like working around long shader variant compiles. We're working on it!" is there any news on that?527Views0likes0CommentsBringing a TextEditor to VR
Dear all, I'm wondering... what would be the best way to bring a TextEditor to VR? What I need to do is to display a file line by line and edit this file and do syntax highlighting. Just use GUI.TextField and implement? Or is there some prefab, etc. for this task? Best wishes, SG2.9KViews0likes4Comments