Connecting to a low end laptop with quest 2
Hi there community recently I wanted to connect my quest 2 headset to my low end laptop (i3 - 8GB ram - intel UHD graphics). I know the minimum requirements and I know it will not connect because of this. I want to somehow bypass this and still connect with cable to my low end laptop since I'm making an app downgrading graphics. I tried connecting with virtual destkop already which actually worked. (Video) However, the ping is high because it is over WIFI and the laptop can't really handle the setup graphics by VD. This is the reason I want to connect with meta quest app (or any other app connecting with a cable but I heard there is no other app) to my laptop just to try. Any tip is welcome. Thanks anyone!992Views0likes0CommentsCamera doesn't leave the floor on packaged builds. And other issues when packaging on Unreal Engine.
Hey! I'm setting up a project for PC/VR that uses handtracking. And everytime I package my game, the camera is on the floor and the floor is at my eye's level. Making it impossible to run the game properly. Everything wlse works, handtracking works, pawn's blueprint work, interactions that use my hands and my pawn also work. The issue also happens when using controllers. Also, the issue already happens in a default VR template project. So it is not a project issue. I’ve just tested a few ideas here, and even If I move my pawn by a certain height(z) value, for example, be it by moving the pawn or teleporting it on begin play, the camera always does the same issue - as if ignoring height by all means. Stage, floor or eye level settings all come out the same - Both for controllers and handtracking. I did test starting the build with the Quest 2 on the ground, in the middle of my play area and then picking it up… the issue still happens. For controllers and if you don’t mind being with your height slightly off… it “works” . In other hand, for handtracking - pun intended - this doesn’t work. Since there’s also another issue with the MetaXR plugin: If the Quest 2 enters stand-by mode or if you remove your headset without quitting the app - your hands won’t get detected again and the sound from the app stops working and then you have to restart the app or unreal engine editor. Packaging to quest 2 standalone works fine! Only happens in PC/VR. This is my thread from epic's dev community talking about this issue aswell: https://forums.unrealengine.com/t/vrpawn-stuck-at-floor-in-built-project-pc-vr-quest-2/780482 ________ Another important question: When can we expect to have a Meta Handtracking SDK for Unreal Engine? This would really be helpful! We've been having a hard time to gather any help or information from you guys regarding this issues and questions, hope you can help! Wish you the best and thank you for your time!2KViews0likes0Comments