Passthrough play mode doesn't work since Quest 3 update yesterday
I don't know how long the update was but it was working before the update and now it's not working. Normally I open unity and as long as I have quest link open on the headset and on my pc, clicking play in unity will launch the passthrough app preview on my headset. Now, when I go to launch link on the headset, it begins the colourful loading screen animation and then after a moment says "headset/pc disconnected - please disconnect and disconnect your headset" (or similar. Even though the desktop app shows the header as connective and active, and the quest home settings menu preview shows link as active.106Views0likes1CommentStage tracking space in Link Mode
Hi I'm developing a PC VR app with the Oculus integration for Unity. In this app, the virtual space should should align to the physical space. - The documentation states that one should use the "stage tracking space" when creating apps like this to keep the view re-centering function from messing with the alignment. https://developer.oculus.com/documentation/unity/unity-ovrboundary/ - On the OVRManager, I've set "TrackingOriginType" to "Stage" and disabled the "AllowRecenter" option. In an Android build, it seems to have the effect which is described in the documentation. But in the Editor or in a Desktop build with the Quest2 in Link mode, the view/alignment still resets when re-centering manually or after the headset was taken off for a few seconds. - Are those options only supported on Android Quest builds or am I missing something? Would there be an alternative way to keep the virtual world aligned with the physical one?3.7KViews0likes3CommentsTroubleshooting LoadSceneFromDevice() Issues in MRUK 65.0.0: Inconsistent Behavior with Quest Link a
I have noticed that the LoadSceneFromDevice() function in MRUK 65.0.0 does not work. However, strangely, it works when using the Synthetic Environment Server in the Meta XR Simulator. It only fails when running from the Unity Editor while the Quest is connected to the PC via Quest Link. However, if I check the "Load Scene On Startup" option in MRUK and execute LoadSceneFromDevice() from MRUK, it works. It only fails when I call LoadSceneFromDevice() from my script. These functions worked without any issues in MRUK 64.0.0. Why is this happening? I can't understand it.799Views0likes0CommentsLink/Editor keyboard
Hi everyone! Sorry if this post is a duplicate. I'm searching for a way to display/get the keyboard inputs during a Link session and the Unity Playmode. We are not able to use the Unity TouchScreenKeyboard as it seems only compatible with Android/iOS and Windows Store Apps. I would be glad if someone knows a built-in solution as we need the multiple languages support which is not an easy task to implement. Thank your for your time!996Views1like1CommentOculus Link crashes after playing PC(.exe) build game
Oculus Link crashes after playing PC(.exe) build game. I develop a game of VR(Oculus Quest 2) using Unity. I build APK file and can play it with an actual machine, but a bug occurs when I build for PCs(.exe file) and play with an actual machine using Oculus Link. Concretely, it is as follows. - When I start PC build file (.exe) and play in Oculus Quest2 using Oculus Link, I can play without a problem in the first scene. - When move to another scene, come to have something wrong, to be concrete - Hand tracking is not possible. (controllers is still usable) - A screen of "reset your view" does not appear even if I push the right hand menu button. - A home screen of Oculus Link in HMD is not appear when I stop the game. - Once the problem occurs, it can't be recovered until I uninstall & install Oculus Link on the PC side. - The problems avobe does not occur when I build the game in APK form. - The problems avobe also does not occur when starting the game by pushing play button in Unity using Oculus Link. Maybe, the symptom is similar to mention below. Oculus Link crashes when launching an application that does not use the Oculus touch. Versions are as follows. - Oculus application: 38.0 - Oculus Quest2: 38.0 - Unity: 2021.2.7f1 - Oculus Integration: 38.0 - MRTK: 2.7.3 I do not see the key to solution at all and would appreciate your comments.Solved2.5KViews0likes2Comments