Facing error using NetworkedAvatar (38.0.1) with Custom Matchmaking
I am facing an error when adding [Multiplayer Block] NetworkedAvatar (ver. 38.0.1) into the scene. The error is associated with a script which seems to be missing from package. The error is triggered in AvatarEntitiy.cs (line 173). var animationBehavior = GetComponent<OvrAvatarAnimationBehavior>(); animationBehavior.enabled = true; I also tried installing 35.2.0 but getting other errors. I believe the AvatarEntity code is built on some older version of AvatarSDK which earlier had class OvrAvatarAnimationBehaviour.Solved117Views2likes5CommentsSending UDP Packages from installed .apk to pc in the same network
Hello everyone, I am trying to send UDP packages from my Meta Quest 2 to my PC over the WiFi to which both of the devices are connected. I have tried every solution I could, starting from adding the two lines in the Android Manifest about Internet Permission to disabling pc firewall. My current architecture is pretty simple: I got a UDPSender script that sends a simple package to the IP address of my pc to the port 5000, and this script is running inside an apk installed on the quest; i then have a UDPReceiver that listens for received packages at the port 5000. Everything done using Unity (so, C# for scripting). Using the Android Logcat of Unity linked to the Meta Quest I could see that everytime I try to send data, I get the error "Access Denied" with no more info. The Receiver on my PC, that in the meantime was running, didn't get anything and didn't throw any error. I am driving crazy about trying to understand what I am doing wrong, if someone was able to solve a similar issue or managed to send udp packages from a Quest to an other device, please let me know!1KViews1like1CommentVR in museum
Hello everyone, We are currently realising a VR app in Unity for an exhibition in a museum (Meta Quest 3). In order to make the interaction as easy as possible for the visitors, we do not use navigation and only gaze-based interaction with a small set of interaction elements. The whole application has already been tested and even inexperienced users quickly get to grips with it. As no controllers and no hand tracking are used, users do not have the option of opening the menu. Now to my questions, I have seen that Oculus for Business is being discontinued, hence the question - is there any experience with a kiosk mode and is there any documentation on this? And the second question, can I start an app via a network interface and ADB using a hardware button, for example? Thank you very much713Views0likes0CommentsQuest Sending data to C# TCP Server problem
Solved: The method I had for syncing send event to only send every 1/30 seconds was broken but didn't look like it was. This resulted in loads of information being sent instead, about 2 Mb/s or more when I made new objects. Hi, I'm having an issue where it seems that the Quest is prohibiting or slowing down the data I'm trying to send to my server. The reasoning for this is that the incoming data from the server is not slowed down at all, it is all instant, ex. sending data from my computer to the server, and then to the quest, has no delay. While at the same time, sending data from the quest to the server, to the computer, has a very large delay. I've tried a couple of things and ended up with "pinging" System.DateTime from the quest and then printing out the difference on the server console. It's not exact, but it gets the job done. This is where I noticed where the problem was. Sometimes, Aka, when sending very few packages or say, just position, rotation, and rigid-body variables for one object, to the server (from the quest), it handles decently. But when I tried to sync two transforms. the send speed slows down exponentially. first a couple of seconds then to over a minute and so on as time goes on. This at the same time doesn't slow down the quest at all. the rendering and everything are just fine. This leads me to believe that I might have missed something during the setup of connecting to the server, that limits the sending speed... But this doesn't make sense since it doesn't limit the send speed on my computer. So my other thought is that I have to set something up for connecting or sending information to the server in the oculus API or in the oculus itself. So I'm not really sure where to go from here.782Views0likes0CommentsOculus Input in network issue
I have created an application on unity, the users use oculus headsets and they can connect to a host which use it too. The host can move using the input of the oculus but the other client cant because the input are disabled as soon as they connect to the host. They have network transform and the tracking is working, only the input doesnt work. When I use the method GetConnectedControllers, it send "None". Is this a bug or I'm missing something ? Unity version is 2019 1.1 and Oculus 1.36.0754Views0likes1CommentHow to create connection between Oculus GO and an Android device trough Unity app?
I'm trying to develop an app for Oculus GO, that would send some data to an Android device. Also, I need to be able to open the app's first scene (restart app) through the Android device. I am thinking about using Unity offline multiplayer using Unity's Network Discovery component, but am not sure if it's the right direction. What are the possibilities? What is the best way to do that? How can I make it work?1.9KViews0likes3CommentsOculus Go + Network
Hi Everyone, I'm working on a server-client application. There is one server on LAN with multiple clients. The server is a Windows based PC, the clients are Oculus Go-s. The functionality is not so complex, the server sends commands, the clients execute them. Besides this the clients send status updates to the server (their battery level and some info about the content's current state). I would have some questions about this scenario: - When the user removes the Oculus Go headset, it goes to sleep mode after a short time and the connection seems lost. Is that possible to keep the connection alive and send the status updates, even if no one wears the headset? - If so, what is the best way to do it? (code sample or any advice would be much appreciated) - UNet, Platform SDK or other networking solution you would recommend to build this scenario? - What is the best practice to connect automatically to the server on the LAN (and reconnect automatically if necessary) if the server's IP address is static and known? Thanks in advance.1.2KViews0likes1Comment