How to pair quest 2 to multiple phones
I own a Quest 2. I made an account, paired my phone with the code, and it was set. I made another account for a family member, but when they download the app and try to pair their phone on their account, the code does not show up. Any ideas?Solved105KViews13likes73CommentsOculus Quest Link gives a black screen when I open my Desktop
I've read many articles, posts, and websites about this issue. Everything says to "set OVRServer_x64 to Power Saving mode." I've done that multiple times. I've also re-installed the Oculus app, twice. I've re-downloaded all my NVIDIA and AMD drivers. I have no clue what to do. Quest link worked a week ago, now it doesn't. I can add desktop panels, and use them, but I can't see my desktop. Any help would be appreciated. ------------------- My specs: Operating system: Microsoft Windows 11 Home (10.0, Build 22631) Processor: AMD Ryzen 7 7700 8-Core Processor 8/16 Motherboard: ASRock B650M-C RAM: 32 GB Graphics card1: NVIDIA GeForce RTX 3060 Ti (8 GB) Graphics card2: AMD Radeon(TM) Graphics (512 MB)Solved44KViews4likes43CommentsThe sound on my Quest 3 isn't working
The sound on my Meta Quest 3 doesn’t work at all. When I first got it I was setting it up and the sound didn’t work. When I put it above my head (like rested it above my head) the sound worked. Then the sound stopped working completely. I tried casting it and the sound worked there but now it doesn’t anymore. I restarted it, tried Bluetooth, factory reseted it and there is still no sound at all.Solved27KViews0likes10CommentsQuest 2 Stuck Loading Into the Desktop Application
I've been using my Oculus for almost a year and a half now and I've had to troubleshoot it about every time I've had to connect it to my PC. Eventually, it works and I can hop on and play whatever PC game I want through SteamVR. Today, however, my headset is stuck in the loading void animation before it connects to the Oculus app on my desktop. This was normal. Usually, I could unplug and replug the USB-C cable into my PC and it would work again. This time, it would keep loading. I tried: - Unplugging and replugging the cable on both ends - Restarting my PC - Restarting my Headset - Restarting both - Using Air Link instead - Using a faster internet - Using and not using Ethernet - Deleting and reinstalling the Oculus Application - Deleting and reinstalling SteamVR and VR games, just in case - Updating Drivers - Checking for an Update on the Headset and Application Almost everything short of getting a new headset I have attempted. I got log diagnostics if those can be looked at to locate a problem. Oddly enough, I also noticed my VR games struggling to load even on their desktop counterparts. So, I'm unsure if I deleted a necessary file for VR applications to work the previous day or not, but these issues are stressing me out. I hope I can hear back soon! Thank you!Solved23KViews0likes15CommentsOculus Touch quick start guide - plus free skinned hand models
Hey, so you just got Touch? Fantastic. I thought I'd make a quick list of points to help you get going with Unity integration. This might be obvious stuff to others but I thought with the number of additional devs receiving Touch kits and Oculus continuing to hand them out this might benefit some. And Cyber [or anyone else], please correct me if I'm wrong about the following stuff: 1.First up, grab the latest Oculus Unity Utilities and Touch integration. This stuff is still evolving so to avoid errors and snags, make sure you're up to date. See the ReadMe file in the OvrTouch folder for these points and more info. 2.In your project, once the Touch sample package is imported, bring in the Touch prefabs and connect up the right and left hand anchors. You can find the prefabs in the OvrTouch/Content/Hands/ folder. Select the prefabs one at a time and drag the appropriate HandAnchor transform to the Touch Anchor field on the prefab. 3. To prevent odd movement glitches and update issues, it's recommended that you parent the hand prefabs into the PlayerController hierarchy, preferably under the camera coordinate space. Under the TrackingSpace node seems to work well for me. 4. Set: Edit->Project Settings->Time->Fixed Timestep = 0.01111111 to reduce judder and hand tracking latency. 5. Don't forget to try the sample scenes in the OvrTouch/Content folder. OvrTouchDemo and TapeMeasure in particular for a taste of the haptics capability. 6. Now to the fun stuff. I think Oculus prefer that we not use the blue sample hands in projects we distribute or show to others. I skinned up a pair of replacement hands you're welcome to use if you like. They're a bit higher resolution than the samples [and let's face it they're a pair of white male hands which may not suit you or your project!] but you can at least get going with them if you want to move away from the blue ones. They look like this: Get them from my dropbox here: https://www.dropbox.com/s/v71kr0p5ooaxvhz/HumanHands.zip?dl=0 In the zip file you should find the following items: r_hand_skeletal.fbx <-- replace the identical item in your OvrTouch/Content/Hands/Models/ folder with this l_hand_skeletal.fbx <-- replace the identical item in your OvrTouch/Content/Hands/Models/ folder with this humanHand_3D_COLOR.jpg <-- put this wherever you prefer to keep textures humanHand_3D_NRM.jpg <-- put this wherever you prefer to keep textures humanHandSkin.mat <-- put this wherever you prefer to keep materials These hands come from a blender model created by SuperDasil: http://www.blendswap.com/blends/view/81285 licensed under the Creative Commons. I have remodeled them a bit to match the Oculus touch sample joint proportions and capped the ends to be a little more pleasing to the eye. Should updated Oculus Touch samples come along with significant changes I can update these to match. 7. Finally you'll want to grab things in your own project huh. Items you wish to interact with need to be rigidBody physics objects which means you'll want to setup the usual components required for that. This may also mean you need to set up colliders etc so your objects don't fall through the floor when you put them down [or throw them for fun]. Simply add the supplied Grabbable.cs script [OvrTouch/Script/Hands/] to your object and you should be good to go. That should get you up and running. If anyone else has useful info to share please do, the more the merrier. -julian12KViews0likes15CommentsOVR screen fade Does Not fade out.
I need help fading out the camera/ screen in VR to a color. I Have tried adding this Code from another forum post from a while a go and it still does not work, I have Also tried using other Screen fading scripts, They work in the game - view in unity, but not in VR. IEnumerator FadeOut() { float elapsedTime = 0.0f; Color color = fadeColor; color.a = 0f; fadeMaterial.color = color; isFading = true; while (elapsedTime < fadeTime) { yield return fadeInstruction; elapsedTime += Time.deltaTime; color.a = Mathf.Clamp01(elapsedTime / fadeTime); fadeMaterial.color = color; } isFading = false; }7.2KViews0likes7Commentsoculus verification not working.
I am trying to verify my developer account because it will be required soon and since I don't have a verified business I wanted to do admin verification. when I tried to verify though I accedently closed the page and now it is under review but I think I broke it because there's nothing to review and I don't know if it will be reviewed and I won't be able to verify it.Solved6.7KViews2likes20CommentsHow to get the Device ID
Hey Developers, I got myself a new Oculus Quest and wanted to do some sideloading, but the device ID just won't show up. I enabled the Developer Mode in the app, created a new organisation on the oculus dashboard and installed the Oculus Go ADB-Drivers, but the command "adb devices" is still invalid in the cmd. Please help me!6.5KViews0likes2CommentsPassthrough API no longer working
Hey all, I am currently working on an application that uses the Passthrough API available for unity and everything has been honky dory. Until this morning. Knowing that I have to use powershell to get the API to work every time I turn on my Quest 2, I did that this morning and this time it did not seem to work. Thinking I botched something in my code I went back to older versions of my app and it STILL is not working. Did Oculus release a silent update for this? I noticed that it even gave me a popup in the headset for apps that are using the Passthrough API (something I do not remember noticing before). Please tell me I am missing something simple here because I really do not know where to go from here, my development is at a complete halt now. Thankful for any responses!Solved6.4KViews1like11Comments