Problem installing Meta Horizon.
I recently bought my Meta Quest 3s. I had the Meta Quest 2 a few years ago and didn't have this problem. The problem is the installation of the Meta Horizon software to connect to the PC. When I run the setup, it installs normally, but after the installation and execution of the program, it performs a program integrity check. Then a "VR downloads" window starts opening (asking to select the default installation location for purchases). However, it closes immediately afterward and keeps opening and closing constantly. Then the integrity check finishes, and it gives an error message: "service link inaccessible". However, the "VR downloads" window continues to open and close on its own. Even after restarting the PC, the first thing the PC does, even before running the "Meta Horizon" app, is open the "VR downloads" window. The only way to stop this window from opening is by uninstalling Meta Horizon. I've tried everything: repairing the program, installing it on another hard drive, restarting the PC. I tried opening a support ticket with Meta. However, even after providing my device's serial number, the system itself claims that it cannot provide support for this device.128Views0likes1CommentCan't uninstall or install Meta Quest Link desktop app
I've had severe issues trying to link my Meta Quest 2, so I've decided to try and reinstall the program. But as i tried to uninstall it through Window's installed apps. It wouldn't show the uninstall screen. So I got suggested to manually uninstall it by deleting files from: \Program Files\Oculus \Users\[name]\AppData\Local\Oculus \Users\[name]\AppData\Roaming\Oculus After this i tried reinstalling, but the setup file just won't pop up. I've tried several things, like repairing the .NET framework, and even removing all register file names containing Oculus or Meta Quest. As of now, I can't use the program anymore, is anyone familiar with this problem? Thanks in advance! The setup log gives this output;5.3KViews2likes7CommentsAPK No Longer Loading onto Headset
I've been able to package my game many times and drag and drop the .apk into the MQDH and it was working just fine. But today it suddenly stopped working. It shows the .apk loading then says the APK Successfully Installed, but the application isn't there. I tried it on older .apk builds that worked before but I'm getting the same thing for them too now. I've tried restarting all my devices. Quest. Computer. MQDH. Unplugged the headset. Nothing seems to be working. Has anyone else had this? Does anyone have a fix?Solved4.4KViews1like5Comments[Issue] Total uninstallation
Hi, I've got this issue multiple times but mostly because I create a VRGame and I have to install/uninstall often... It seems that most of the files are removed when we uninstall a game but not all, which leads to errors when trying to install an APK, some issues are from versions, if we try to downgrade even after uninstalling we have some errors. The solution would be to remove all references to the game when uninstalling a game. (it seems Meta Quest Developper Hub's uninstallation process remove more things because i have less issues) PS : Also, another thing, being able to remove uninstalled games from the library. If we installed a great number of free games for testing, I don't want these games to haunt my library forever...611Views0likes0CommentsOculus Integration 42 - Error - DllNotFoundException: InteractionSdk
Hi, I've installed the new Oculus Integration asset from the asset store (V42) to try the new hands interaction 2. I set up my XR Plug-in management to Oculus (both on Windows and Android) Yet, when I run (in the editor) one of the Interaction example scenes I get an error for a missing DLL I tried several Unity versions and few different projects. Any idea? Thanks5.2KViews2likes5CommentsUnable to install Oculus App
hey, my game won't install, and I can't even delete the game the game is beat saber demo this is really bothering me, and I can't even play games that I bought I also try turn off my vr and did the robot restart thing and it won't work I don't want to factory restart because I don't want to delete my games, please help me.807Views0likes0CommentsOculus install and SCCM
Morning all, Does anyone have any experience of or links to how to conduct an SCCM install of Oculus on Windows 10? I need to know if there is a way to deploy Oculus to a number of machines remotely using SCCM and not require any interaction from the end user i.e. is there a silent installer for this application that also requires no user interaction and will also let the end user plug in and use any headset/controller post install without any issues? I am looking for something that will install any required files as needed and start the necessary services as a one off installation I have asked support and was told to ask here. Thanks for any help Stuart1.5KViews0likes1CommentAdb shell start - how?
I can successfully install my (unity developed) myapp.apk file onto the Quest 2. Two issues: 1. Where does adb actually put the app? 2. I want to be able to start and restart my app at will. I can "adb shell" but when I run "start" it requires root. Somehow, Unity is causing my app to start after the install. HOW?3.5KViews0likes1CommentOculus 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. -julian12KViews0likes15Comments