How to fix Meta Quest link not being set as the default OpenXR runtime?
Over time I tried to change it, but nothing happened, I tried going into the administrator mode, but it still didn't solve my problem, I tried to watch YouTube videos to follow their steps but it still just wouldn't work. Any ideas on how I can fix this issue?1.2KViews1like1CommentOculus Link + Windows Build + Handtracking + Unity
Hello I know that you can have handtracking inside unity editor, but is it possible to: 1) Build app (just to windows platform) with hand tracking support in project 2)Then connect quest by oculus link 3) Run the app and have hand tracking? I was testing and experimenting and it doesnt seem to work. What is interesting if I move my hand outside the guard area it detects it. I guess that it is not supported yet or will never be. Anyone knows something about it?5.8KViews1like11CommentsGTX 1650ti with Oculus Link?
Curious to know if anyone has tried the new GTX 1650ti chips with Oculus Link. We need to get some new multipurpose laptops and the new XPS 15 is Our preferred option. It seems like the 1650ti should make the grade, but I don’t want to invest in a bunch of laptops if it just doesn’t work. Has anyone had a chance to try this combo yet?1.1KViews1like1CommentOculus Link and Native plugins
Hello Question is about usage of Oculus Link and native Android plugins. Is it possible to make a calls to Android methods ( my custom Android plugin ) while Oculus Quest 2 is connected to PC ( Unity Editor ) via Oculus Link Cable? What I want is to run game in Unity Editor and see what is going on on headset and be able to call specific Android functionality. I understand that all computations in this case is done on PC side and Quest works only as display and sensors, but may be there is any way to do this?816Views0likes0CommentsQuest2 via Oculus Link, "Vertex Fogging For Opaque" Right Eye Rendering Error (?)
*UPDATE* I've isolated the issue to "Vertex Fogging For Opaque" (Forward Renderer), when this is enabled I get the issue, when it's disabled everything works great. Still not sure why... When using Oculus Link, when I unselect Instanced Stereo and just have Mobile Multi-View selected and Play in VR (to my Quest2) the right eye seems to be rendering the scene twice, split in the middle, right half black with objects, left half normal-ish with some objects removed. Images attached as links. When I Launch/build to my headset the images render fine to both eyes. And when I turn Instanced Stereo back on it also renders normally. https://ibb.co/GQyVLH3 https://ibb.co/1nkJRMd UE 4.26.latest + UE Oculus GitHubBuild.release show same issuse832Views0likes0CommentsWebXR with a Quest connected to desktop using Link
Hi, I have an oculus quest connected to a laptop using oculus link. Oculus home (and other native VR experiences) are working well. However, when I enter a simple WebXR demo (can't post links since I am a new user, will be happy to provide a simple demo once I am allowed to) the controllers are incorrectly detected as the oculus rift's controllers (the first version oculus touch) and not the quest's controllers. The target ray space is also incorrect (rotated 90 degrees on the Z axis, as it seems?), but I believe it is related to the same issue. The same behavior is reproducible with the oculus quest 2. For general information - i am using the latest public beta (25.0.0.57.658), using the OpenXR runtime on the latest stable chrome (88.0.4324.146). Entering and leaving WebXR works well and is not an issue. Rendering works well. Is anyone aware of this issue? can we expect it to be fixed in future releases? Thanks!1.3KViews0likes0CommentsOculus Link & Unity Set Up Guide
Oculus Link is here! Since there's little information available so far, here's a quick guide. Set Up The cables that ship with the Oculus Quest don't work (even though the set up in Oculus Desktop shows that), you will need a good USB 3 to USB C cable. Oculus Desktop app, Library > Update > download update (v1.43) Restart app, update app, connect Quest, update Quest Oculus Desktop App > Settings > General > enable Unknown Sources In your Quest, enable Oculus Link by plugging it in or enabling in your settings In Oculus Link, connect to your Unity project using Add Desktop Panel (+ icon) You should be able to run your scene in your headset once you press play You don't need to modify your Quest project to work right away with Oculus Link. Should work with all versions of Unity listed by Oculus. Works with Oculus Integrations 1.41 - Doesn't work with 1.38 Other notes My controllers were in 3dof and invisible when I entered Oculus Link, restarting my quest/computer fixed that The hands will turn into controllers when they stop registering input The mouse in the virtual desktop disappears when both hands turn into controllers or the pointer is off screen If you run Unity from Explore/Library, it will launch the project. You can't tell which project it'll open, so I choose to open it on my computer then Add Desktop Panel13KViews2likes11CommentsOculus Link Not Working
My Oculus windows app is v21.0.0 and the quest is v20.0.0, will this affect the editor debug process using the oculus link. If yes should I downgrade my Oculus PC app to v20.0.0, to make the oculus link work? But I can't seem to find the v20.0.0 of the oculus pc app, the latest one is v21.0.0. Any suggestions are welcome Thanks in advance.455Views0likes0CommentsGPU Compatibility
Hello I have an MSI GP72VR 7RF LEOPARD pro laptop, having all the capacities required for the use of the oculus link ( for Oculus Quest 2 ), except the graphics card which is a 1060 3go, my question is: is it impossible for me to connect an oculus link? Is it just a loss of performance? my pc cost 1500 euro 2 years ago i find it strange that it can't work Especially the main selling point of this pc is the "VR READY" feature thank you...629Views0likes1CommentHMD tracking was not recognized with Oculus store's game and LIV on SteamVR
I tried to use LIV on SteamVR when I played BeatSaber (Oculus mode on SteamVR), BOXVR (Oculus Store), and AudioTrip (Oculus Store). I can set-up my avatar during LIV setting, but HMD tracking was not recognized when I started to play the above games. Tracking of 2 controllers was recognized successfully, only HMD was not. Does anyone know how to resolve this issue? - HMD tracking is recognized when I play BeatSaber by Steam VR mode. - HMD tracking is recognized when I set-up LIV on SteamVR - HMD tracking is NOT recognized on LIV when I select the game on QUEST (it means the game can be played on QUEST and HMD is also recognized in game.)479Views0likes0Comments