OVR Metric Tool + AirLink do not save metrics
Dear Quest development community, I have an issue when using OVR Metric tool with AirLink. OVR Metric tool is correctly installed and I am using it through the Meta Quest Developer Hub. Everything is fine, when I am using it with a VR app running on the Quest but it doesn't work when I am running an app installed on a PC with Airlink. More specifically, when I toogle the "Metrics UHD on" button, I can see the OVR metrics performance graphs and stats while playing. However, it doesn't save the metrics even when the "Metrics Recording on" and the "Meta Quest Link on" buttons (as shown in the screenshot). Do you have any idea or suggestion to solve this? Thank you1.1KViews1like3CommentsDisable the "Controllers not connected" message
Hi, Please help. I developed an app that doesn't require controllers, hands, or gaze (just relax and watch). But after a while, the users get an annoying "(Right \ Left) Controllers not connected, press any key" popup message at each run. Is there a way to disable it through code or settings? (I am using Unity, OpenXR, and OVR) Thanks720Views1like0CommentsHand Tracking not working in release
Hi- I've setup my project with controllers as hands as per https://developer.oculus.com/documentation/unity/unity-isdk-interaction-sdk-overview/ and when run in development mode, all of my interactables work great. If I build in release mode, however, none of the interactables work. Would anyone have any ideas as to why that can occur? Thanks,652Views1like0CommentsPassthrough API no longer working
Hey all, I am currently working on an application that uses the Passthrough API available for unity and everything has been honky dory. Until this morning. Knowing that I have to use powershell to get the API to work every time I turn on my Quest 2, I did that this morning and this time it did not seem to work. Thinking I botched something in my code I went back to older versions of my app and it STILL is not working. Did Oculus release a silent update for this? I noticed that it even gave me a popup in the headset for apps that are using the Passthrough API (something I do not remember noticing before). Please tell me I am missing something simple here because I really do not know where to go from here, my development is at a complete halt now. Thankful for any responses!Solved6.3KViews1like11CommentsNot sure why OVRGrabber script is not working correctly with customhands?
Note that this problem does not occur with older versions of oculus integration. This is not working with the latest version of oculus integration The problem is that the hands are offset way ahead of the player and tracking is with opposite hands. I am using customhand left and right. both parent transform and player are set to OVRCameraRig and OVRPlayerController respectively.558Views0likes0CommentsOculusPlatformSettings ERROR (does not appear in Inspector tab on Unity and more...)
Hello! I'm attempting to set up the Quest with Unity, and next I'm supposed go Oculus (tab) > Platform > Edit Settings and then edit the settings on the OculusPlatformSettings (which should show up in the Inspector tab). However, 1. instead of Oculus > Platform > Edit Settings, it only shows Oculus > Tools > Use Required Project Settings/OVR Performance Lint Tool/....Oculus Platform Tool...etc. 2. When I search up the OculusPlatformSettings asset file and click on it, it says (in the inspector tab) "The associated script can not be loaded. Please fix any compile errors and assign a valid script." Apparently it shows the same for ONSPSettings and OvrAvatarSettings asset files. Keep in mind that I didn't touch any of these scripts at all. I've searched for solutions and tried out solutions for days, and nothing worked. Should I just use the Oculus Platorm Tool and add in my App ID and Token there (and then press Upload) instead of the OculusPlatformSettings (is it basically the same thing)? Help would be GREATLY appreciated.890Views1like0Comments