Viewing Point Cloud in Quest2 from Intel RealSense 455 using Unity and Oculus Link
Hi there, I'm trying to create a project where I can view point cloud data from a RealSense camera on my Oculus Quest 2 using Unity and Oculus Link. Here are the steps I have taken so far: I ran the "PointCloudDepthAndColor" example scene from the Intel RealSense SDK package for Unity, and it worked perfectly fine within Unity. Next, I imported the Oculus Integration package into the scene and added the OVRCamera prefab, adjusting all the necessary settings such as targeting both eyes. However, when I run the scene in Unity, the display only appears on the left side of the Oculus headset. Do you have any suggestions on how I can fix this issue? Thank you.1.4KViews2likes1CommentMeta Quest Pro: How to use Eye Tracking with Oculus Link in Unity
Hello! I have a Meta Quest Pro pro device and am interested in using the eye tracking feature over Oculus Link on a Windows host machine while developing in Unity. However while I'm able to get hand tracking working over Oculus Link - the eye tracking fails to initialize even with permissions enabled. This is a scene that works as expected when deploying an Android build to the device directly. It logs this when trying to start the app with the Oculus Link: "[OVREyeGaze] Failed to start eye tracking." When adding log statements in the project I see that the "OVRP_1_78_0.ovrp_StartEyeTracking()" function (and therefore "OVRPlugin.StartEyeTracking()") is returning a failure but I'm not sure how to see the error: if (!OVRPlugin.StartEyeTracking()) { Debug.LogWarning($"[{nameof(OVREyeGaze)}] Failed to start eye tracking."); return false; } I've seen other posts displaying beta eye tracking support in the Oculus app but I no longer see those options in the latest version of the app. Is it still possible to do eye tracking over Oculus link? Are there extra steps required to enable it? Here are the versions of my software and packages: - Unity Version - 2021.3.16 f1 - Oculus App Version - 53.0.0.98.132 - Windows Version - Windows 11 - Unity Oculus XR Package - 3.2.2 - Unity OpenXR Package - 1.5.3 Thank you!3.1KViews1like1CommentStage tracking space in Link Mode
Hi I'm developing a PC VR app with the Oculus integration for Unity. In this app, the virtual space should should align to the physical space. - The documentation states that one should use the "stage tracking space" when creating apps like this to keep the view re-centering function from messing with the alignment. https://developer.oculus.com/documentation/unity/unity-ovrboundary/ - On the OVRManager, I've set "TrackingOriginType" to "Stage" and disabled the "AllowRecenter" option. In an Android build, it seems to have the effect which is described in the documentation. But in the Editor or in a Desktop build with the Quest2 in Link mode, the view/alignment still resets when re-centering manually or after the headset was taken off for a few seconds. - Are those options only supported on Android Quest builds or am I missing something? Would there be an alternative way to keep the virtual world aligned with the physical one?3.7KViews0likes3CommentsOculus Link crashes when Unity enters PlayMode and does not work until Unity Editor is restarted
As described in the discussion title. More often than not does Oculus Link crash out of existence when entering Unity´s play mode. The setup is as follows. I use an official Oculus USB-C cable to connect my Oculus Quest to my Windows10 PC while using any Unity version past 2019 (prev. versions not tested) with the Unity build in XR Oculus package (not the Oculus Integration from the AssetStore). The idea now is that when I press Play in the Unity editor I will be able to test my app in a similar way as if it was installed on the Quest directly. This worked without any issues until some recent Oculus update (can´t tell when exactly) which apparently let´s the Oculus Link app crash very often regardless of Unity Version or complexity of the scene. The Quest itself gets thrown back into the standard Quest homescreen, Unity will just be stuck on a black screen and the Oculus app will restart anew after its disappearance. That by itself is annoying enough. But the main problem is that I cannot just exit Unity play mode, reestablish the Oculus Link and enter play mode again to fix the problem. Oh no! The major time consuming part of this misbehavior is that once it crashed I need to close the Unity editor, then restart Oculus Link, then start the Unity editor again. Imagine having a semi-big project with an active collaborate service checking for changes every time Oculus Link decides to crash and forcing you to restart the editor. Please help. I do not know how to solve this. If someone at least knows a workaround or fix that does spare me from restarting the editor, I´d be more than happy.4.8KViews3likes4Comments"Unable to start Oculus XR Plugin" with V31 using Oculus Link
Greetings, Does anyone know how to solve the warning of "Unable to start Oculus XR Plugin"? I just have an OVRCameraRig and a Directional light in the scene, but nothing showed up in the Quest (connected to the PC through Oculus link) and the scene got stuck. I know the Passthrough api is coming in V31, but I didn't enable the experimental mode and I'm on Quest not Quest 2. The warning also suggests installing or updating Oculus runtime, but from what I searched, it's merely for Oculus Rift (please correct me if I'm wrong) and I don't know how to do it for Quest. Here're what I've tried: 1. Tried on both Unity 2021.1.X and 2020.3.15; 2. Updated the Oculus XR Plugin to 1.10.0; Any help or hint?Solved6.3KViews0likes1CommentHand Tracking + Windows Build?
I was wondering if anyone has been successful in getting hand tracking to work with a unity build targetted for windows? Considering you can use hand tracking with the oculus link inside Unity editor, surely this can be done for a build too...? The application I'm creating needs to have 2 users: One sat at the PC, controlling vehicles. One using the headset guiding the vehicles. It's kind of important that hand tracking is on as it allows the use of all fingers and gestures (unlike controllers). I know I could network this and sideload onto the Quest 2 to get the PC and the headset to communicate over a server (multi-platform compatibility). However, this increases the scope of the project... Any suggestions?1.6KViews3likes3CommentsHand Tracking on Oculus Quest 2 using Windows Unity Build (with Oculus Link)
Hi, I have checked Oculus is allowing to use their hand tracking system using Oculus Link only in Unity Editor, but I would like to ask if it is possible to use the hands tracking system on Windows Unity Build. Is it possible to this currently? Is it possible to do this in a previous version of Oculus Integration? There is any chance for me to use this hands tracking system on a Windows Unity Build? Thanks! Best regards.1.9KViews2likes5CommentsHDRP Unity only render one eye
Hi guys, I am having a problem bothering me for weeks. I have been using Unity 2019.4 hdrp to build a scene for my research. I'm using Oculus Quest via Link. However, everytime I try to build the game, it always ended up with only render the left eye while the right is totally black. I have tried using built in XR plugin and XR management, removed post-processing package and tried both multipass and single pass instance mode. None of them works. Just wondering if anyone have same problem or ideas to fix it? Thank you so much.1KViews0likes0CommentsOculus Link + Hand Tracking limitations?
Are there any hardware (or any at all) limitations that would prevent hand tracking from working in Oculus Link through the Unity editor? I've been using it for a month or two now, but a teammate of mine with a very similar machine/setup is unable to make it work. He's had zero issues using Link aside from hand tracking, and it's becoming very anti-productive trying to troubleshoot. Both of us are working on the same project, using the same headset firmware and the same oculus software version. I suspect the only actual difference is the cable being used. He's had no other issues using Unity + Link aside from this, so I'm curious if hand tracking (in Link or the Unity Editor) is somehow limited to only the official Oculus Link Cable or if there's a similar limitation that isn't mentioned in any tutorials.872Views0likes1CommentQuest + Link & remote desktop only show my pc screen, not the VR scene in the headset
When in Oculus Link Remote Desktop and I press play in Unity, I assumed that it would start to play in the Oculus Quest headset, but it only shows like a window on my desktop. I use Unity 2019.3.15 and XR Plugin 1.3.4, latest update on Oculus. What am I missing here? It should start the scene in VR, but it does not. Any help is very appreciated.632Views0likes0Comments