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!8.9KViews0likes12CommentsHow 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?2.3KViews0likes6CommentsFiles App access to local SMB/NFS shares via WiFi
Hi, I think a great benefit/feature for the native Files app on the Meta Quest 3 would be the addition of connecting to local SMB/NFS shares with local media. This is supported by relevant third party paid media apps and if supported by native Meta Quest Files app it would provide additional options for accessing personal video collections of family photos. Also the SMB/NFS share connections should be remembered/saved after initial configuration so that Meta Quest usedmon home WiFi network regurarly can access the shares instantly.4.2KViews10likes2CommentsHELP: META Avatar networking
Hi all, I am trying to create a multi-user app in Unity for Quest 2 using the Oculus SDK and the META avatar SDK for avatar representation. I am currently stuck in the networking step. Here are two options that I am trying at the moment: 1. Using OSC to pass Transform data from local to remote avatars, but for some reasons the visuals are not moving even if the transforms are updated. This seems to be linked to the way data is passed to META avatars, but I haven't identified the issue. 2. Using Photon to pass out avatar data from local to remote avatars. This seems to be the most popular option from what I have found online, but I struggle to understand it and make it work. Besides, using Photon requires the internet and probably adds significant latency ? I'm going to give myself one more week to try and solve this issue using the Meta SDK, but eventually if I don't find an issue I will switch to another avatar package. Any resources are welcome, such as tutorials or good courses on multi-user unity apps or places to get help ? Thank you in advance !2.1KViews2likes2CommentsEvent 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?416Views0likes0CommentsCan I only submit my app for testing if it's in the store? (Entitlement issue)
I'm making a VR app, I can only test it on my dev account, if I test IT using my personal account the Meta Avatar doesn't load and the Entitlement Check returns me an error. We don't want to make the app public anyway, so is there any way to use it without having to add each user as a tester?Solved3.4KViews0likes2CommentsUsing 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 ?2.1KViews0likes2CommentsTCP 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?2.4KViews0likes4CommentsData 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. Pat12KViews3likes23Comments