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.38Views0likes1CommentQuest 3 new BUG : Big issue with the guardian while using Quest Link, and disabling guardian limits.
Hello, Since the last firmware update of my Quest 3, when I connect my Quest 3 to my PC using Quest Link, when using the Quest 3, the guardian limit of a room next to mine is always displayed. Even when I start a PC VR game (Flight Simulator for exemple) the blue limits of the room next to mine are still displayed on top of Flight Simulator. So the only solution I have found is to disable the guardian limit inside the Quest Link parameters on the Quest 3. But playing a VR game with no guardian is dangerous, plus there is a second problem : if I do not re-enable the guardian using the Quest Link parameters, then if I use my Quest 3 without connecting it to my PC, there is no way to re-enable the guardian, all the guardians parameters in the Quest 3 are greyed out. So then I am obliged to connect back my Quest 3 to my PC just to re-enable the guardian. So here are my 2 questions : - while using Quest Link (cable) how to force the guardian limits, which belong to the room next to mine, to not be permanently displayed (as it is also displayed while I play my PC games) ? - Once the guardian has been disabled in the Quest link parameters (while connected to a PC), how to re-enable the guardian on a Quest 3 without having to connect it to a PC ?? Thanks1.2KViews0likes3CommentsMeta Quest Link not working
Hello, I used to be able to play on my VR with a link cable perfectly fine, but I recently got a new computer, and it doesn't work. I checked the requirements and my PC meets them without question, but whenever I try to connect the headset, my computer gives me messages like "Meta Quest Link isn't working correctly. Click here to check our support article." I checked that article, but nothing seemed to help. The Quest program on my computer shows that my headset is connected and ready to launch, and so does my headset, but when I launch it through the link cable, it just doesn't load, and it stays on a black screen. I've also tried connecting my headset through a USB hub instead of the actual computer to connect it through USB 3, but it still doesn't work. Is there any way I can troubleshoot it? Thank you!Solved27KViews2likes41CommentsMeta Quest Link Infinite Loading
Worked fine since buying Quest 3 a month ago, was working yesterday, today it wont work, tried reinstalling the app, nothing, tried beta branch, nothing. my AMD graphics driver is up to date, it was literally working yesterday with no changes whatsoeverSolved4.2KViews0likes7CommentsUSB 3.0 issues with Quest 2
I see lots of similar posts about things surrounding this issue but they usually get brushed off, I am hoping that making this post and outlining what I have done so far it may finally prompt a fix. Essentially the issue is that when connecting with a USB 2.0 connection, the link is completely stable, it reliably connects for several hours and even if the headset is removed and left to "sleep", it reawakens and is still successfully connected (team events in iRacing if you're asking). When using USB 3.0 however, the exact opposite is true, generally speaking in the best case scenario, when keeping the headset awake the whole time, I can sometimes get an hour before a disconnect, however, nearly every time it goes to sleep, it disconnects and sometimes the connection will be lost within minutes of launching with no explanation. For a bit of history, over the course of trying to find a solution to this issue I have: Used a USB A-C 3.0 cable, 2x USB C-C 3.0 cables (including Oculus' own), a USB A-C 2.0 cable, a USB C-C 2.0 cable, replaced my PC's motherboard with a Asus Prime Z-390A, so I would like to think this firmly rules out the frequently posed "solutions" such as better quality cables or using different ports. I have also tried resetting experimental features as I read that sometimes causes issues but this didn't have an effect, nor has making sure that video drivers and my motherboards firmware are up to date, disabled legacy USB support in my bios settings or ensuring there is no power saving settings activated on USB ports. The most frustrating part of all is that recently I did a factory reset of the headset 'cause I couldn't think of any other fix and seemingly this finally gave me a stable USB 3.0 connection using the official cable, which not only lasted until I disconnected it (several hours), but also through cycles of sleeping and waking the headset. I then didn't play for a week and Oculus app version 38.0.0.51.727 (38.0.0.51.727) / headset version 38.0.0.63.727.351486028 installed themselves and now I'm back to the same problem of 3.0 not working and 2.0 being absolutely fine, the factory reset and experimental features reset has not had an effect this time. To be clear, there have been no hardware changes at this time so given it did work as intended previously, it has nothing to do with cable quality or any mechanical issue. Any other insight of fixes that I have not yet tried would be appreciated, although mostly an indication that this is being sincerely looked into as a known issue not just brushed off as an outlier. Please let me know if you need any additional information and I'll post when I can.Solved90KViews9likes48CommentsMeta PC software can't reach Meta Quest Link services.
as you can see in my screenshot somethings not right. ive searched the internet but i found nothing, i use windows and this error came when i installed the software and it went through a scan to verify everythings alright. I also tried the "repair" button many times and uninstalled and reinstalled the program a couple of times but its still not working. (also restarted my pc many times and i also have a stable internet connection.) Does anyone know what i could try?10KViews1like18CommentsQuest link not working with Quest 3
I just updated my Nvidia driver to the most recent version (537.58), and now Quest link just isn't working at all. Tried uplugging and replugging the link cable, nope. Tried restarting the headset, nope. Anyone else having this problem?Solved165KViews16likes156CommentsOVRBoundary.GetGeometry returns incorrect play area data when using Link
I am calling OVRBoundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea) and receiving an array of four Vector3 as expected. Since the docs say these are in local space I'm converting them into world space by transforming them by OVRCameraRig.trackerAnchor. This produces different results based on headset: 1. Correct on Rift S in Unity Editor (Windows) 2. Correct on Quest 3 in a build (Android) 3. Incorrect on Quest 3 + usb Link in Unity Editor (Windows) 4. Incorrect on Quest 3 + Air Link in Unity Editor (Windows) 5. Incorrect on Quest 3 + usb Link in build (Windows) The common denominator seems to be Link. In this case while the actual dimensions seem correct, the OVRCameraRig.trackedAnchor has not been updated. It (and OvrCameraRig, and it's 'TrackingSpace' child) are all at identity. Which places the PlayArea points around where I booted the game, and not where the center of the PlayArea should be. This can be reproduced by creating an empty scene and adding the OVRCameraRig, and setting the tracking origin to 'Stage', then visulising the PlayArea rectangle in some way. Adding a LineRenderer under the TrackedAnchor and populating it directly with positions from GetBoundary shows the issue. Unity 2022.3.22f1 / Windows 10 Meta All-in-one SDK v63.0.0 Unity Oculus XR Plugin 4.2.0 OpenXR Plugin 1.10.0 Configured to use the 'Oculus' plugin via the Project Settings -> XR Plug-in Management.735Views2likes1CommentNew Game Idea - Configurable Game Board
US Patent - Interactive Player Board Game I’ve recently been granted my first US Patent on 11/05/2024 for the idea to have a configurable game board with technology to check whether a rule of the game has been satisfied. Was wondering if anyone would be interested in developing this type of game for the Oculus. I see the possibility of having the user be able to generate their own game board depending on the theme (exercise, eating, traveling, etc), setting the number of spaces for their game board, and have the ability to make this into a private game or public game. The user can invite friends to play on the game board and it can be played asynchronously. If the theme is exercise then if they roll a 1, they need to do 10 jumping jacks. The oculus will be able to see whether that task is completed successfully. If so they can roll again and see what task they need to perform next. Each game can be considered to be a pod and can invite others to join. Each person that joins is a pea in the pod because of their similar interest in the theme. Certain pods can become quite big with many peas. You can use the potential of these pods to generate income through ad revenues. The ads can target specific pods that may relate to the product. Please reach out to me if you think is a viable idea and can be developed. Thanks!280Views0likes0CommentsBuilt Unity standalone app becoming laggy after enabling passthrough through airlink
Hi everyone, I have a problem regarding my built app becoming lagging after enabling passthrough in airlink, because I needed the depth api and passthrough mode. When I run the app when disabling passthrough in airlink, my app will run smoothly. I used the oculus debug tool and I will see that my compositor latency is very high when passthrough is being turned on. Any solution for this situation? I have connected my PC using ethernet cable and used a dedicated 5GHz router for my quest 3.294Views0likes0Comments