Absolutely Disgraceful!
I'll try to be brief. I recently had issues with my Quest 2 headset that I arranged with Meta to have replaced. We had extreme issues with the shipping process in the very beginning but somehow managed to work through that. Once Meta had received my headset and I had been made aware, I was told that there was a 3-5 day turn around for processing before it was shipped out. After 7 business days I had still heard nothing, so I reached out to Meta Live Chat who informed me that while yes, it had been received, nothing had been done with it so far and they weren't sure why. They couldn't give me any more than this. They opened an investigation which they assured me would take 3-5 working days to complete and I would be updated with what was happening. During that waiting period, I received emails from Meta saying that my case was their top priority etc (at ridiculous hours of the night over the weekend) but still no actual updates were given. I responded to the most recent email asking for an update and have been ignored. I have just now, on day 5, been in touch with Meta Live Chat who are, once again, telling me that there is no update, there is nothing they can do and all I can do is wait. I asked to speak to a manager and was told I would have to email... which I have done and been ignored. I asked to speak to someone in the complaints department... and was told that I had to do so here on the community forum. Funny complaints department if you ask me. I have no update, no support, no clue as to what's going on. Nothing. I feel as though I have been brushed off at every turn and am left with no headset and no options. I am furious. Actually, furious doesn't even begin to explain how I am feeling. This is an absolutely disgraceful display of competence and customer service on Meta's part. What am I meant to do here? Does anyone have any suggestions or anything helpful to add?20Views1like1CommentThe error message:SocketError.Accessdenied
Hi guys, could someone help me? I'm making an online game. When testing on quest2, it was found that on the V35 system, it can be connected through the Internet (TCP protocol). However, on the V56 system, it cannot be connected through the Internet (TCP protocol). The error message "Client Recv: failed to connect to ip=34.86.33.208 port=9000 reason=System.Net.Sockets.SocketException (0x80004005): Access denied" will appear. Is it because I set something wrong? Could you share a similar experience? Thank you so much.985Views1like1CommentUpdating Quest 2 refresh rate causing physics stuttering
Hi community, I'm trying to get my Unity Quest 2 application (standalone) updating the headset refresh rate to the maximum available Problem: Updating to any refresh rate higher than the default 72 causes the physics to start stuttering. When I grab an object with a rigidbody and start moving my hand I see it jittering/choppy movement What I've tried: OBS shows the in game FPS is meeting the cap 72/90/120, and everything else except physics based movement is buttery smooth. My understanding is that physics has it's own timestep value `Time.fixedDeltaTime`. I tried updating that in my refresh rate code below: Additional info: My time settings Unity Version 2021.3.12f1 URP Any help is much appreciated, thanksSolved3.4KViews1like5CommentsOVRPlugin CreateSpatialAnchor failed
Hello 🙂 I downloaded the official Oculus repository for testing. (https://github.com/oculus-samples/Unity-SharedSpatialAnchors). In build it works correctly, but I would like to be able to test it from the Unity editor, so I don't have to create builds all the time someone could tell me how i can do it? - Unity: 2021.3.6f LTS - Oculus XR Plugin: 3.0.2 ERROR Line in editor: Unity oculus OVRPlugin.CreateSpatialAnchor failed. Thank you very much for your time.1.3KViews0likes2CommentsHow to get Oculus Quest 2 Controller Battery in Unity?
How to get Oculus Quest 2 Controller Battery in Unity? I am connecting Quest 2 using Oculus Link. Since it is catchable in official Oculus Software (Image Above), I think it is possible? But I can't access the battery either with SystemInfo.Battery() or SteamVR ETrackedDeviceProperty.Prop_DeviceBatteryPercentage_Float or Unity XR battery level.Solved5.1KViews0likes5CommentsHeadset keeps freezing
Hi im destiny, And i have a issue my quest 2 keeps freezing if it using memory, When it using memory my headset it also get hot not normal warm or something realy hot, On a cold start and while using it it freezes a lot. What do i mean with freezes like all the apps not even one giving me a frozen screen when i try to rotate my head it is black on the edges and when i turn 180 its upside down and its issn't playable anymore. Iv'e tried: restarting factory reset cleaning lenses for tracking its even getting it on cold or hard boot. Let me say i have tried everything but the issue keeps existing. My headset is more than 2 years old and i have no idea what to do anymore. I hope somebody can help me. Greetz Destiny.749Views0likes1Commentv63 - The wireless ADB debugging prompt shows a black screen.
Hi, Two tickets were opened here : https://communityforums.atmeta.com/t5/Get-Help/PTC-v63-The-wireless-debugging-prompt-does-not-appear-and-shows/m-p/1171644 and here https://communityforums.atmeta.com/t5/Get-Help/PTC-v62-The-USB-debugging-prompt-does-not-appear-when-the/m-p/1171979 But I was asked to post this here. To resume : On Q2, Qpro and Q3 (v62, v63) when the authorize WiFi debugging through adb prompt shows up, the Quest will first enter a black screen state. Then, we must click the home button on the right controller to make this window show. If I do not click the home button, it will remain in a black screen state. USB debugging prompt had same problem on v62 but it has been fixed on v63 thank to the new look/UI of the prompt. But the wireless debugging prompt have not been updated and still run into this problem. To fix the problem, Meta developers should update the wireless debugging prompt to the new look/UI.  724Views0likes0CommentsDownload Files the Right Way on Android in Unreal Engine
I came across this blog post from Oculus regarding the proper way to request a download from the Android OS. Here is the article: https://developer.oculus.com/blog/tech-note-downloading-data-in-the-background-on-mobile/?locale=ru_RU I'm trying to download video files on a Quest 2 app built in Unreal 4.26 Oculus Integration version but it isn't as simple as just creating a java. There are a few plugins I've looked but have so far failed to fully implement including : https://github.com/gameDNAstudio/MobileUtils and https://github.com/Sovahero/PluginMobileNativeCode I'm having an issue implementing the Java DownloadHelper class since I can't seem to include the DownloadHelper package with these plugins. Has anyone out there tackled this issue the "recommended" way per the article linked? What would be even better is if Oculus could create a post for Unreal the way they did for Unity! Any assistance would be much appreciated!3.4KViews0likes4CommentsHow to use Bluetooth (HC-06/08) to transfer data between Arduino and UE5 VR Game on Quest 2
Hello, everyone. I need some help with sending data from my Quest 2 to an Arduino board that has a Bluetooth module (HC-06 or HC-08) attached to it. I have managed to use the UE4DUINO plugin to link Arduino with UE5.1.1 on my PC, but when I build and deploy the VR Game to the headset, I have to specify the port for the headset (COM X) first. How can I find out the port of the VR headset? Also, when I tried to run the VR Game with the UE4DUINO blueprint that scanned some of the potential port numbers (from 1 to 12), the VR Game failed to launch. Is it because the UE4DUINO plugin only works for the Windows port? Are there any other plugins, blueprints or Android APIs that I can use in the VR Game to communicate with the Bluetooth modules? Please help me out. Thanks!685Views0likes0CommentsUE5 VRNotificationsComponent issues with Quest 2
Hi, I'm trying to complete all the VRC requirements for app labs and I'm using the latest unreal version 5.3.2 with openXR. But for some reason I can't get the vr notifications component to work in a shipped build (it works in the editor and developer build). Does anyone have/had the same problem or gotten it to work in any shipped build version in UE5. I'm currently thinking about downgrading the engine version to 5.2 again and hopefully that will work.1.3KViews0likes1Comment