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.Solved111Views2likes5CommentsSending 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 much711Views0likes0CommentsRemote Meta Avatar Loading with Invalid Access Token Locally
Hi, when a local user has an invalid access token and wants to load a remote avatar, that avatar is broken (head, arms are stuck). That thing should not happen because the remote user has an avatar and has a valid token as well. Therefore, the network info should be fine. However, I found that if local user has an invalid access token, the remote avatar is not loaded, it is replaced by the default one (broken). I found a workaround, just sending through the network properties the remote access token, but it's not a correct solution. Has anyone faced this issue? Thanks in advace for any help.1.1KViews1like0CommentsBandwidth/breakpoint testing
I need to test breakpoints and bandwidth throttling on my game, previously I have used Charles Proxy to do this (andoid/ios/web) but the Oculus Quest does not have proxy settings (or at least none that I can find). Is there another way of doing this or can we set a proxy via an ADB command instead?1.1KViews0likes2CommentsNetworking Broke with UE4.23 [Oculus Branch]
Hey all, we have a working "join friend via session id" in ue4.22 Simply upgrading our project to the latest 4.23 branch breaks multiplayer. We get the following errors: [2019.11.17-15.05.14:528][912]LogPackageName: SearchForPackageOnDisk took 0.025s, but failed to resolve 14123********.umap. [2019.11.17-15.05.14:528][912]LogNet: Warning: There is no connection to: 0 [2019.11.17-15.05.14:528][912]LogNet: Warning: Server failed post-challenge connection from: 14123******** [2019.11.17-15.05.14:528][912]LogNet: Warning: There is no connection to: 14123******** [2019.11.17-15.05.15:493][972]LogHandshake: SendConnectChallenge. Timestamp: 289.552185, Cookie: 14123******** several times in a row ** i hid the id here. And this: [2019.11.17-15.06.29:265][391]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver like hundret times per tick. Hope you can help1.5KViews0likes2CommentsQuest 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.780Views0likes0CommentsOculus 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 1.36.0751Views0likes1CommentNetworking errors when trying to connect to peers
Hi I'm new here. I've just started working with the oculus Quest and I'm trying to create a scene in which multiple p2p players can see eachother. I don't want to overcomplicate everything yet, as the oculus SDK is rather new to me. I know about the social starter that exists, which should be about the same thing as I'm trying to create, but I haven't gotten it to work on the Quest (I've not even gotten past the IsUserEntitledToApplication validation). The error message I get is: user does not have app in library. I've folowed all steps in the VrVoiceChat sample, but this didn't work either (I tried this before getting to the social starter, which is why I name it here, both apps crash at startup, becuase the user is not entitled). Right now I've got a organisation with an application on the oculus development website. I've subscribed to the app and I can see it in my developer feed (in Quest home, clicking the gear and selecting developer feed), BUT just a single button on the feed seems to be working. I can open the app and see the free and appinfo buttons, but they are not working. The cross sign, to close the window, does not seem to be working either (Almost if the raycast is caught by something else). I'm feeling kind of hopeless after wasting two whole days trying to get sample applications to work :S and right now I'm downloading photon because I saw that working for some other devs. I'm hoping that one of you awesome super devs (yes I'm praising you with hopes of a faster responce ;) ) could help me. Is there someone who already got networking working in an application? Could it be that I just totally forgot super important stuff (wouldn't be the first time o:) )? Furthermore are there easier or other options I should reconsider if oculus doesn't work yet, because I have little multiplayer experience and the only reason I picked photon is because I read about it working on another quest demo. Thanks for reading about my problems, if I can find some more information I'll tell you all about it, but hopefully one of the beforementioned awesome super devs could help the mortals down here (that is considering there are probably more people dealing with this problem).480Views0likes0Comments