Sending UDP Packages from installed .apk to pc in the same network
Hello everyone, I am trying to send UDP packages from my Meta Quest 2 to my PC over the WiFi to which both of the devices are connected. I have tried every solution I could, starting from adding the two lines in the Android Manifest about Internet Permission to disabling pc firewall. My current architecture is pretty simple: I got a UDPSender script that sends a simple package to the IP address of my pc to the port 5000, and this script is running inside an apk installed on the quest; i then have a UDPReceiver that listens for received packages at the port 5000. Everything done using Unity (so, C# for scripting). Using the Android Logcat of Unity linked to the Meta Quest I could see that everytime I try to send data, I get the error "Access Denied" with no more info. The Receiver on my PC, that in the meantime was running, didn't get anything and didn't throw any error. I am driving crazy about trying to understand what I am doing wrong, if someone was able to solve a similar issue or managed to send udp packages from a Quest to an other device, please let me know!968Views1like1CommentTroubleshooting LoadSceneFromDevice() Issues in MRUK 65.0.0: Inconsistent Behavior with Quest Link a
I have noticed that the LoadSceneFromDevice() function in MRUK 65.0.0 does not work. However, strangely, it works when using the Synthetic Environment Server in the Meta XR Simulator. It only fails when running from the Unity Editor while the Quest is connected to the PC via Quest Link. However, if I check the "Load Scene On Startup" option in MRUK and execute LoadSceneFromDevice() from MRUK, it works. It only fails when I call LoadSceneFromDevice() from my script. These functions worked without any issues in MRUK 64.0.0. Why is this happening? I can't understand it.788Views0likes0CommentsAvatar 2 SDK - Non-VR PC Build Issues
Hello! So, I've been working on implementing the Avatar 2 SDK, and I've run into a difficult issue with builds. We maintain a single application that builds both for Meta Quest platform and for a Non-VR PC Companion. Both share a single main scene, with OVR rig disabled at runtime, and we have not had any issues to date with that setup. I've done the same with Avatars: In VR they will be toggled on, otherwise they are off. We have now successfully built a Quest version of the app with Avatars, but when we try to build for PC, the project crashes. I'll include a crash log in case there is anything in there that may help. I've attempted to repro this with a clean project (having only the Oculus SDK and Avatar SDK, but have so far been unsuccessful. Unfortunately, I'm unable to upload the project this is happening in, so I will continue trying to repro on a clean project. Details: Unity Version: 2021.2.16f1 Oculus SDK Version: 46.0 OvrAvatar2 Version: 18.0.0.55.79 Using OpenXR Backend for Ovr Oculus XR Plugin in Plugin Management Crash Report and Editor Log1.3KViews0likes0CommentsTest Multiplayer (p2p) with a single headset
Hi, I'm wondering if it is possible to test a multiplayer game that uses the oculus p2p api for its networking by running an instance on your headset and an instance on your PC with no headset. I am developing in Unity and this would speed things up considerably.3.9KViews1like7CommentsCan Oculus on PC not play 60fps videos smoothly?
I'm building a Unity app that plays back 180 degree top/bottom stereoscopic 1920x3840 VR 60fpsvideo. I can get very smooth playback on Go and Quest with H.265 @ 31Mbs with Unity's default Video Player. I can't however get smooth playback on PC... I'm attempting with the following codecs: H264 @ 75Mbs, 50Mbs, 25Mbs, 12Mbs H265 @ 31Mbs VP9 @22Mbs, 12Mbs I've tried the following players: - Unity Video Player - Unversal Media Player With these players I seem unable to determine if any hardware acceleration is taking place. The PC I'm testing on has a RTX 2080 and an i5 8500 running Windows 10. I'm testing with an Oculus Rift S and Quest via link. All videos are somewhat choppy, even the lower quality ones. To get the playback to be smooth on the android devices, I had to set the devices refresh rate to 60 fps, the same as the videos FPS to eliminate any stuttering. It seems however you cannot change the fps on Rift, Rift S or Quest Link which run at 90, 80 and 72 fps respectively. Is there any way to sync up the refresh rate with the fps on PC or is there something else I'm supposed to be doing for smooth playback? How does other software achieve it?1.7KViews0likes2CommentsCan I apply a boundary similar to the Rift "play area" to game objects?
I'm trying to prevent users from putting their heads through walls with the Rift. I've been experimenting with the OVRBoundary script and example scene. The documentation seems to be gone or moved from the link I'm using, however. I was hoping I could basically apply the edges of the play area functionality to the walls in my scene in Unity. The implementation of moving the user back as they push the camera against the wall would work really well as-is, if I could just apply it to the game objects in question. I tried BoundsLockedObject, but that keeps objects in the play area, instead of applying the play area behavior to an object. If anyone has achieved this, or similar, pointers would be appreciated! @NinjaGaijin - Are there any best practice guides or sample implementations? Thanks!453Views0likes0CommentsEmpty third sensor position with OVRManager.tracker.GetPose(2)
TL;DL: With 3 sensors, OVRManager.tracker.GetPose(id) works OK for the first and second sensors (ids 0 and 1), but returns (0,0,0) for the third sensor (id 2). Hello! I'm working on an app that uses each sensor position, and it works correctly for the two first trackers, but not for the third one. OVRManager.tracker.count does return 3. OVRManager.tracker.GetPresent(id) does return true to ids 0, 1 and 2 (and false to id 3, as there's only 3 connected sensors). OVRManager.tracker.GetPoseValid(id) does return true to ids 0, 1 and 2 (and false to id 3). OVRManager.tracker.GetPose(id) returns valid positions and orientations to ids 0 and 1, but empty values for ids 2 and 3 (it should return valid values for id 2). "Empty values" being position (0, 0, 0) and rotation (0, 180, 0). Here is an output example: trackers count: 3 ------ id: 0 | present: True | poseValid: True id: 0 | position: (0.9854, 1.8364, 0.5153) id: 0 | rotation: (15.8191, 233.1839, 1.3493) ------ id: 1 | present: True | poseValid: True id: 1 | position: (-1.7348, 1.6925, -1.0900) id: 1 | rotation: (359.7148, 67.5559, 0.3881) ------ id: 2 | present: True | poseValid: True id: 2 | position: (0.0000, 0.0000, 0.0000) id: 2 | rotation: (0.0000, 180.0000, 0.0000) ------ id: 3 | present: False | poseValid: False id: 3 | position: (0.0000, 0.0000, 0.0000) id: 3 | rotation: (0.0000, 180.0000, 0.0000) Is this a bug, or am I doing something wrong? Thank you.1.5KViews0likes4CommentsHow do I display the Oculus Home Menu from Unity? Dk2 + Xbox one controller
No matter what I do I can't get the Oculus Home menu to display on my PC build. I've got OVRManager and OVRPlatformMenu on a gameObject, I added DontDestroyOnLoad(this.gameObject), I've uploaded to Oculus, I'm running the game from Oculus home, but the damn menu won't show up no matter what I do!! Everyone is saying it just happens automatically but it ain't for me! Please help...730Views0likes1Comment