Linux Support???
I'm really disappointed that I wasted $400 on a Rift S just for it to become a paper-weight since I don't want to use Windows on my computer. I have no clue why a multi-billion dollar company can't afford to support more than one operating system. I'm by no means expecting perfect support with no performance issues or hiccups on the less popular OS's, but having the headset be COMPLETELY UNUSABLE is not at all excusable. Just let me use the headset, and I'll do the optimizing myself. It's pretty embarrassing that Valve, a company valued at $8 billion, can comfortably support Linux and Windows almost flawlessly on their headsets, but Oculus, which is owned by Meta, a company valued at $572 billion can only support Windows. I understand the tone may seem harsh, but as someone who spent $400 dollars on the thing, I should have the right to use it on whatever computer I see fit even with less than desirable performance.18KViews24likes28CommentsMeta XR Audio Plugin for FMOD Setup
I am trying to follow this page: https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-fmod-req-setup/ But it's leaving out a pretty important step when it comes to Quest development. There's a section called Copy the plugin to the Unity Project Which links to a page from FMOD, that has nothing to do with the specific Meta plugin setup. I have FMOD working for Windows, but specifically for Quest I get an error the plugin is not loaded 06-13 12:25:58.205 2686 2743 E Unity : SystemNotInitializedException: [FMOD] Initialization failed : Loading plugin 'libMetaXRAudioFMOD' from 'liblibMetaXRAudioFMOD.so' : ERR_FILE_NOTFOUND : File not found. 06-13 12:25:58.205 2686 2743 E Unity : at FMODUnity.RuntimeManager.get_Instance () [0x00000] in <00000000000000000000000000000000>:0 I attached a picture of my FMOD Settings, the location of the plugin, and the plugin inspector. Where the documentation falls part, is what do I put in the FMOD settings that it correctly loads the plugin on Quest?1.1KViews0likes1CommentQuest microphone, usable in windows
Hi, I would love to be able to use the quest microphone (I'm on quest 2) in windows, straight from startup (Quest Home Screen). I need it for OBS - So I can communicate with my viewers, while streaming (on twitch), without the need to be in any other app. like SteamVR + Stream Link. (Or the oculus web casting) Said in another way: I would like to be able to use the quest microphone in windows, without the need to cast anything. - Also the ability to easily adjust the microphone & headset audio levels independently, from inside the headset, would be awesome. Best Regards JB1.7KViews0likes3CommentsQuest Link Does Not Work Consistently
OS: Windows 11 Quest Model: Quest 2 (more than one) Link Cable: Multiple third party cables made for Quest 2 PC: Multiple PC setups including laptops Hello, I'm not necessarily here to ask a question, but I want Meta to be aware of an ongoing issue with the Oculus Software on Windows 11 (I haven't tested on 10). For the past year(?) I have been experiencing an issue where Quest Link either: fails outright with an error message, displays a black screen with three dots indefinitely, or I get video but no audio despite the audio settings being correct in 1) Oculus Software, 2) Windows, 3) In the game. I have tested on a slew of different devices all running Windows 11 including desktop PC's and laptops. I have also tested several different third party cables, and even with different Quest 2 headsets. The issue presents itself at seemingly random. Some times it works flawlessly. Most of the time, however, it requires 1) replugging the cable, 2) Restarting Oculus Software, 3) Restarting the PC, 4) Restarting the Quest 2. I change nothing with the configuration of my PC and it will decide to work or not randomly. I have also tried almost every trick on the internet, including messing with USB power saving settings, changing usb ports, trying new cables, trying new computers with a new Windows install, trying new Quest 2's, etc. and a lot of things I don't remember anymore. Nothing works. As you can imagine, I've spent a lot of time trying to get this to work, even resorting to replacing Quest 2's and trying my family's gaming setups. I am beyond frustrated that my attempts to solve this problem have been futile. I am convinced that the Oculus Software on PC is the culprit and is not working as intended. I'll be shocked if Meta's engineers are unable to reproduce the issue, because my attempts to get Quest Link to work consistently have failed on a variety of hardware.Solved26KViews9likes20CommentsControllers disappear when the HMD is unmounted and then mounted in the Windows build.
In the Windows standalone build, the controller and hand tracking will not function if the HMD is unmounted and then mounted. The detailed situation is as follows. When I put on the HMD and start the game, I don't have any problems at first; it plays fine until I remove the HMD. If you remove the HMD during a game, wait a moment, and then put it back on, the controller and hand tracking will not function. With the HMD removed, a slight movement of the mouse on the PC will restore the controller and hand tracking. At this time, the camera position becomes (0, 0, 0) on the PC screen and stops tracking the HMD position. - The above problem does not occur in APK builds. - This does not occur when I press the play button in the Unity editor and check on the actual device using Oculus Link. Versions - Oculus application: 38.0 - Oculus Quest2: 38.0 - Unity: 2021.2.7f1 - Oculus Integration: 38.0 - MRTK: 2.7.3 I do not see the key to solution at all and would appreciate your listing it if it is what, or it may seem to be revealed as it is enough even for seeming to become the hint.3.2KViews2likes5CommentsLink/Editor keyboard
Hi everyone! Sorry if this post is a duplicate. I'm searching for a way to display/get the keyboard inputs during a Link session and the Unity Playmode. We are not able to use the Unity TouchScreenKeyboard as it seems only compatible with Android/iOS and Windows Store Apps. I would be glad if someone knows a built-in solution as we need the multiple languages support which is not an easy task to implement. Thank your for your time!981Views1like1CommentIn App Purchases are not supported by Online Subsystem
Hi, I am trying to "read in app purchase information" in a windows build and always have the warning "LogScriptCore:Warning: Script Msg: UInAppPurchaseQueryCallbackProxy::TriggerQuery - In App Purchases are not supported by Online Subsystem" I am not sure if I have to put any bool to truein the defaultEngine.ini just like in Android and iOS platform. The entitlement check works and the "Get Oculus Identity" too. Anybody knows what can be happening?2.7KViews0likes5CommentsPeriodic ping spikes Airlink dedicated router
Hello all, I have a dedicated router for Airlink that works fine for the majority of the time with decent latency. Except for periodic spikes of 200-300+ ms of latency every few minutes that usually last between 10-30 seconds. The router is connected through Gigabit ethernet to the PC and is at the very edge of my playspace so there should be no issues there. I also ran a WIFIAnalyser to see if there was any interference and it showed that there were no other networks operating anywhere close to the channels I am using. I also tried ALVR and had the same result. After watching task manager without anything connected and Oculus turned off I found spikes of activity, like the one in the picture, appearing at about the same frequency as the latency spikes. I have tried looking for solutions or more methods of troubleshooting and haven't found any success. any help would be appreciated. Thanks1.9KViews0likes1CommentHand 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.1.9KViews2likes5Comments