UnityWebRequest Not Working on Quest 3 - "cannot resolve destination host" error
Hello everyone, I'm currently developing an application for the Quest 3 using Unity. I've encountered an issue where UnityWebRequest isn't functioning as expected. When I attempt to make a request, I receive the error message "cannot resolve destination host." I've tried searching for a solution on the Unity forums but couldn't find any relevant answers. Has anyone else faced a similar problem? If so, could you please share any solutions or workarounds? Any assistance would be greatly appreciated. Thank you in advance!9.3KViews0likes12CommentsHow to get rid of "requires internet"
My app does not start without being connected to the internet. It forces the user to connect to a WLAN and in the "App library" it says "requires internet". In Unity I have configured the internet access "Auto" under Player > Android settings > Other settings > Configuration > Internet access. Unity seems to add internet permissions automatically, because I am using Unity networking. However, networking is optional in my case. The app works offline to a certain degree. So how do I get rid of the "requires internet" label?2.4KViews0likes6CommentsEvent when the Headset is locked/turned off
I needed to run part of a code when the headset is locked or turned off. My game is multiplayer and I need to communicate that the player has left immediately, and I can't find any way to do this. I've tried all the OVRManager actions but none of them work for locking or when I turn off the headset by pressing the power button. Does anyone know how to accomplish this?427Views0likes0CommentsUsing Meta Avatar with Normcore
Hello, I'm currently trying tu use Normcore for a multiplayer game with Meta Avatar SDK. Is it possible to implement my Meta avatars with Eye and Face tracking with Normcore to a network (I'm using a Meta Quest Pro) ? Or should I use a different solution like Photon instead ?2.2KViews0likes2CommentsTCP Connection broken in Recent Update
I've been using WinSock2 to have the Oculus Quest as a client for a C++ server. It's been working fine during development for quite a while until a recent update on the Quest. I don't know what changed in the past 2 weeks, but something broke the TCP connection. When I do the C# command Socket.Connect(endpoint), it halts indefinitely. I've tried all my past builds with the exact same setup. Everything still works in Unity while testing. When I run it on the Quest, it's specifically Socket.Connect(endpoint) that no longer works. I know my PC and the Quest are communicating since I have UDP scripts that are sending info over the network and those are working. Any ideas for why TCP suddenly broke?2.5KViews0likes4CommentsData Streaming from Unity VR app to mobile (iOS/android/web) client
Hi there, I'm currently working on a VR app for a client, which will run on the Oculus Quest/Quest2. One of the base requirements is that the VR app can be interacted with from an external client application through two-way communication. The mobile client should be able to trigger certain events within the Quest app - for example, pause/continue/next scene/trigger sound, etc. The mobile client should also be able to receive data from the Quest app - things such as the user's performance metrics in a certain part of the experience. In my initial research, I've stumbled upon several options: UDP/threading/OSC/PUN/Mirror/Normcore/WebRTC, and I'm feeling slightly overwhelmed (I have no solid networking experience in the past). If possible I would like to avoid some of the heavier networking frameworks, as I want to avoid having to refactor all my code to accommodate for these. There isn't necessarily a need for full synchronization of game-states like there would on a real-time multiplayer game, only small custom data packets. Any guidance would be massively appreciated! I'm way in over my head at the moment. Thanks in advance. Pat12KViews3likes23CommentsSending network commands to the Oculus Go
I want to use a raspberry pi as a server and send simple commands to several Oculus Go's. I have experience with API's so ideally I would like to send some HTTP requests to these Oculus Go's but I don't know if it's possible to have some sort of http server on the Oculus. What is the best way to do this? latency isn't very important and the messages sent will be quite infrequent probably. I probably want to have a golang program running on the raspberry pi that then sends the network commands to the unity app on the Oculus.591Views0likes0CommentsOculus 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.1.2KViews0likes1CommentUnable to handle message: Oculus.Platform.MessageWithNetworkingPeer
Hi all! I got this error "Unable to handle message: Oculus.Platform.MessageWithNetworkingPeer" and I don't understand what this message is for? I googled "MessageWithNetworkingPeer" and couldn't find anything. Does anyone know what this message is and when it's used? (or any documentation about this) Appreciate any help!483Views1like0CommentsMultiplayer Development: Rooms + separate networking library?
So I'd like to develop a multiplayer game for Oculus Home and use whatever networking library I want... but still allow users to invite each other based on their Oculus friends list. As far as I can tell from digging into the docs, the only way to tap into that social functionality of the platform is via the "Rooms" component of the platform SDK. Is that correct? Is it common practice to basically, upon creating a multiplayer session with my networking library of choice, also create a "room" via the platform SDK and store the connection information to the game session to the room data store?710Views0likes0Comments