The eye tracking is only work when first time open the Unreal Engine
I used the VR Preview to debug my eye-tracking project, yes, it works with the blueprints (when I first time open the project): and I print the state of eye tracking data, it is true: But this time I end the VR Preview, and I preview the project next time, the state of the eye-tracking is False. And of course I can't receive any gaze data. And I reopen the project, it will repeat the previous steps. It means each time I want to debug with eye tracking system, I should restart my Unreal Engine. Why it only works when the first preview after my project opened? the Unreal Engine is 5.1.1, the Integration is v54. I'm using Quest Link( Using cable to streaming ). I copied my project to another computer it has the same problem.2KViews0likes6CommentsSampled Pixels from Render Target Being Clamped in Package Build
Hello, using Unreal Engine to make a VR project and in the VR Preview everything is working as expected, but my RTF RGBA16f render target which I am using to encode local position data in the pixels (which can be negative or greater than 1.0) are being clamped when sampled on the package build to 0-1; but not in the VR Preview or PIE modes. It seems like there's some subtle difference between Directx12 and Vulkan regarding the texture formats? What can be done to resolve the issue? It's pretty important and would be a massive inconvenience to refactor things to be normalized in a 0-1 range. It is preferable to be able to preserve and sample the raw values as originally encoded.493Views0likes0CommentsVr preview mode is disabled
Hi, the VR preview option is disabled, I am using Unreal Engine 5.2 and open xr plugin, which started a few weeks ago when I was trying to connect to Quest 2 to my PC. It connected I connected with the cable, and I can share the APK file from PC to Quest 2 but the VR preview is disabled, it's showing an error [ Oculus is not set as default openxr runtime. This might prevent some applications from launching correctly. Set as default ] When this error started to come from then vr preview option is disabled.1KViews0likes0CommentsUE5 (.2.1) Had some problems building to Quest (3) and VR Preview: Solved!
Besides the documentation, this is my config which works finally: Download via Android Studio (Tools - SDK-Manager) SDK Platforms (check "Show Package Details"): Android 12L -> Android SDK Platform 32, Sources for Android 32, ARM 64 v8a Android 10 -> Android SDK Platform 29, Sources for Android 29, ARM 64 v8a SDK Tools (check "Show Package Details"): Android SDK Build-Tools 34 -> 32.1.0-rc1, 32.0.0, 29.0.3 NDK -> 25.1.8937393 Android SDK Command-line Tools -> Android SDK Command-line Tools 11.0, 10.0 Android Emulator Android Emulator Hypervisor Driver Android SDK Platform Tools Unreal Engine Project Settings: Android SDK: Min SDK: 29 Target SDK: 32 NDK: 25.1.8937393 (26.x doesnt work) JAVA: JAVA SE 8 (https://www.oracle.com/de/java/technologies/javase/javase8-archive-downloads.html) SDK API Level: android-32 NDK API Level: android-29 SDK Paths: Location Android SDK: C:/Users/[Username]/AppData/Local/Android/Sdk Location Android NDK: C:/Users/[Username]/AppData/Local/Android/Sdk/ndk/25.1.8937393 Location JAVA: C:/Program Files/Java/jdk1.8.0_202 Settet these Paths also in the environment variables ANDROID_HOME, NDKROOT, JAVA_HOME VR Preview: I had problems getting the VR Preview to work. While trying the XR Simulartor, i settet the Environment-Variable "XR_RUNTIME_JSON". Had to remove that, because the path doesnt exist anymore (deleted the MetaXRSimulator-Folder and did not remove this variable) This tool https://github.com/maluoi/openxr-explorer should show the active runtime (oculus). With the wrong environment-variable, openxr-explorer shows "no runtime settet" or something like that. This tool shows errors, if something is wrong Start Oculus Link before Unreal Editor3.8KViews2likes4CommentsSeeing squiggly black border of passthrough sight when pIaying in-Editor via AirLink
When I play in-editor with VR preview through AirLink with Unreal Engine 5.1, I see a squiggly line on the border of the pass-through field of view, and a black surface is also visible beyond that line. Every time I turn my head and look, the border disappears one beat later, and remotely rendered virtual objects are also drawn one beat later in Meta Quest 3. https://drive.google.com/file/d/1uFCzU5AktYFgdz39WeXbXasiYmbxFVEF/view?usp=share_link1.2KViews0likes0CommentsPreview app not appearing
I keep getting stuck with this issue. We lately been building and releasing some apps through the Release Channel. All of the invited users receive the invitation mail and accept that. But the odd thing is that the app only appears on some account and not on all of them. I already tried to accept the invitation more than once, restarted the headset, unsubscribe a specific user and re-invite that user again without any luck. How can I streamline this process?2.7KViews1like5CommentsOculus Link for VR Preview - (#feature-request)
Hi there, I'm trying to build a game on my mac, but having to build the entire game (sometimes takes hours) everytime I need to test is extremely impractical. I've scoured the internet and tried loads of different setups, but can't, for the life of me, get the VR Preview button to be visible and thus usable. I can get it working on bootcamp, but then I'm in Windows and it's painful. All my asset creation software is OSX based, so going back and forth between OS's is also not practical. It's become apparent is that I need the Oculus Link to be enabled before starting UE and currently that's only available through the PC-only Oculus App. So can we either; 1. Get an Oculus app/link for mac 2. failing that... (as don't need the whole app) a small tool to enable this functionality (or add it to the developer app) 3. Point me in the direction of a setup that un-greys this VR Button! Thanks in advance to any help, official or otherwise! Thanks! 🙂 Jon1.8KViews0likes3CommentsHow To Preview Play
I'm setup with the Quest 2 in Unity 2019.4.18f1. I can assemble and scene, go to build settings, build and run and it will build to my oculus and I can play what I made. However this is slow, can't I used the normal Play button to do a preview instead. When I press it currently, I get a black screen in the Unity Game window and nothing happens on my Quest 2. Any advice welcome please.728Views0likes0CommentsWireless editor preview on Quest?
I'm trying to sort out some tricky physics issues and need to do trial and error. I'm on Unity 2019.2 and deploying to the Oculus Quest via Build and Run, which takes quite a while to build and test for each iteration. I'd like to see the preview when clicking "play" but on the Quest. There's a possible way to do it with Oculus Link, but I think it could work with Virtual Desktop streamer over wireless. If you google "virtual desktop unity script" you'll see something that once worked but it's no longer in the asset store (4 years old). Is there an updated version of this or some other method that works wirelessly?1.2KViews0likes2CommentsGearVR preview in Editor
Hi i did some Google Cardboard dev before. Is there a way to get a GearVR preview inside of the unity editor? Right now all the guides i have found either deploy on the device, and painleslly remove the usb cable to insert the device into the helmet. Or deploy over Wifi pairing adb. Thanks Dimi1KViews1like3Comments