Enterprise deployment of Meta Horizon Link: How to disable auto-updates for 150 Lab PCs?
We admin VR/Immersive software at a University. We currently deploy Meta Horizon Link to ~150 PCs and its used for Unity VR development with Meta Quest headsets. Students do not have admin rights. When the app auto-updates, the main software installs fine, but the driver updates fail because they trigger a UAC (Admin) prompt that students cannot accept. This leaves the software in a broken state until IT manually intervenes. The rolling/unpredictable release schedule makes this hard to plan for during a teaching term/semester. What we found so far Config: We found the new "Disable Auto-Updates" toggle in the UI, but it appears to be user-specific and stored as a binary BLOB in a local SQLite DB (data.sqlite). We are hesitant to script edits to this file on login as it seems brittle compared to a standard Registry key (?). Network: We are thinking of using a Windows Firewall rule to block the updater exe (OVRServiceLauncher.exe) to "freeze" the version for the term/semester. The trade-off is this would likely block the ability to download new store apps/experiences (though our primary use case is Unity dev, so this might be acceptable). Questions Has anyone successfully managed this in an enterprise/education environment? Or have any good hacks :) Is there a more robust way to disable updates than the firewall block? If you use the firewall method, have you run into any major side effects? Thanks!35Views0likes0CommentsMeta Quest Link not working anymore, stuck on grey loading screen
Hi! I'm really hoping that I'll get the help I need the help I need and been searching for weeks now. Here's the issue: I installed Meta Quest Link in order to use my Oculus Rift S, followed every instructions needed and I've been able to make it work without any issues. The actual interface once with the headset worked properly, I was using it like normal until when I tried to launch the ''First Steps'' experience for the first time, I ended in a loading screen on the headset and this screen above this text appeared on my PC within the Meta Quest Link app, it seems like I'm stuck in an eternal loading screen. I tried to close it and restart the app, nothing. I've even uninstall the app to reinstall it after, still nothing, repaired the app with ''OculusSetup'', also nothing. I can't make it past this loading screen and be able to use my headset like normal. I don't know what to do, I tried everything in my power. PLEASE HELP ME!Solved665Views0likes5CommentsMeta Quest Link Login Broken
I'm having an issue where I can't log in to the Meta Link app, the browser login gives a too many redirects error(I erased cookies and cache to no avail), and using an email logi,n it says something is incorrect even though my credentials are right. Any advice would be appreciated217Views0likes6CommentsThe Meta Quest Link installation is failing.
I'm unable to install the Meta Quest Link app on my PC. After accepting the terms of use, I should be able to select a drive for installation, but I'm only getting an error message saying I don't have enough space. My system has nearly 2 TB of free space, but I can't select either of my drives. Could someone help me with this?1.4KViews0likes5CommentsNo option to disconnect VR-headset via PC (Air Link)
Situation/Context: I am in a position where I work with multiple Meta Quest 3 VR-headsets (one at a time, but multiple lying around). Since I do not work alone these multiple Meta Quest 3's belong to a pool of VR-headsets, freely usable by anyone around. Problem: When having a Meta Quest 3 linked to a computer via the Meta Quest Link app (Air Link), a new connection with another Meta Quest 3 cannot be established — neither is it possible to have multiple VR-headsets connected at the same time, nor does a new connection (attempt) disconnect the current one. If a VR-headset is connected to some computer and not actively disconnected, it will try to connect to this very computer everytime both devices are turned on and connected to the same WiFi. If the paired VR-headset is now being used by someone else, who is not using the Air Link option, this very connection stays active. As a result the computer, which is still linked to the now-away-VR-headset, cannot be used with another VR-headset — neither via Air Link, nor via a cable connection. There simply is no option from the pc-side to cancel an active connection. Restarting the Meta Quest Link app (through the beta-version feature) will result in the connection being instantly established again. This also happens after restarting the entire computer — as soon as the Meta Quest Link app has started and the WiFi connection is active, the paired VR-headset is connected again. Further questions: Are there any methods to disconnect a vr-headset-pc-connection without access to the vr-headset? Any other tipps to avoid the above described situation (other than 'just disconnect the VR-headset before you stop using it')? Possible solution: Adding a button inside the Meta Quest Link app to actively disconnect a VR-headset would solve this issue in an instant. I would think that there are a couple of people out there who are developing with the Meta hardware and would appreciate such a feature (as to no longer hunt for the currently connected VR-headset and politely ask the current user to disonnect the Air Link connection..). Thanks323Views0likes2CommentsConsistent Unity Playmode Runtime Error when using Link after updating the Quest Link app
I updated my meta quest link app to version 71.0.0.167.524 on the date 9/30/2024. Since I have updated earlier this week, I have a new error that I face everytime I click into play mode in my editor with link. The error is "Microsoft Visual C++ Runtime Library Runtime Error! Program: This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information." I tested, around the error and it does NOT occur when running play mode normally or with the meta XR simulator, and it DOES occur 10/10 times when starting playmode with Quest Link open, which confirms the culprit. I searched the internet and the unity logs for more information but wasn't able to find answers. Please let me know if there are more logs that would be useful to attach from the Quest Link software. This error is blocking my work everyday this week, i'm working on a game that is about to ship, and now I cant get in headset to test in editor anymore. Its a shame I was just complementing folks at a meta about how much better link has gotten for developing mixed reality apps. The next things I will try are fresh installs of the project, fresh installs of the editor, then maybe a fresh install of windows. I hope this post gets noticed by others with this issue or someone at meta who can help fix it. Fingers crossed ill get another update any day here and I can get back to work. Versions and Info Windows 11 PC Quest 3 Connected via USB-C Unity Version:2022.3.20f1 Quest Link Version: 71.0.0.167.524 Quest Headset Version: 69.0.0.576.352.641228209630Views0likes0CommentsDJBOT Horizon Worlds Quest Link Headset Microphone / Oculus Virtual Audio Device MONO not STEREO
It's 2024.. Can we get Stereo? Not MONO? Please consider this feature request.. When users want to input audio via Quest Link Device under Windows I believe it utilizes the only Windows Device on the Recording Tab called "Headset Microphone / Oculus Virtual Audio Device" to do this. Alot of users using Horizon Worlds want to DJ Music via Spotify etc. This is how its done. Yet what most don't understand is its being sent through a Mono 1 channel 16bit 48khz Device Driver? (correct me if I am wrong) After years of testing this it appears it definately MONO as playing any Beatles Stereo panning song results in not ever hearing 1 of the LEFT or RIGHT channels eg. voice of singer. OPTIONS Add a second device "LINE IN" for this which is 2 channel stereo for audiophiles. Add 2 channel stereo to the exiting "MICROPHONE" device. MOST URGENT give us an option to toggle any Noise Cancellation that is done on this device. Most of the quiet parts of music becomes rather GLITCHED lagg sounding most likely due to the filter that has to be applied for MIC users? There really is no need for this using Quest Link. See YouTube Audio Glitch Test: https://youtu.be/rSKav5vO3MU Share your thoughts...930Views0likes1Commentmeta quest air link problems
I have tried every solution to fix air link, but it still doesn't work I tried re enabling quest link and restarting both pc and the VR i also tried reinstalling the oculus software and switching to a different network on my two devices Can someone help me?!?!547Views0likes0CommentsMeta SDKs not compatible with Unity 6
Hello! It seems any version of the Meta all in one Unity package is not compatible with the Unity 6 preview. Just wanted to see if this was intentional and there is a timeline for this compatibility working? When even just trying to get the sample scenes to work there are multiple command line errors, play mode over Quest Link results in a frozen screen, and if you can get a build made, it will crash after ~15 seconds (I think this depends on the actions taken in the app). The same project works perfectly in Unity 2022.3. Any help or timeline would be greatly appreciated!4.3KViews4likes4CommentsMQDH and Meta Quest Link now have the same icon and that's terrible
As of a recent Link update, it now shares the exact same icon (and first two words) with MQDH. As one of your developers, this is terrible. This is how it now looks on the taskbar. It's a very tiny thing, but it's also the tiniest thing for you to NOT do that. It just adds a constant annoyance for your devs that should have been totally avoidable. I get that this is probably tied up with Branding and people who do not live in the same reality as developers, but just do SOMETHING to differentiate them. I'll also note that when you bring up Link, you still get the blue meta logo, so use the blue one for the taskbar, maybe?851Views2likes1Comment