Packaged app does not start, black screen
Hello, I am working with UE 5.3.2 on Windows 10 deploying on Oculus Quest 2. I packaged and installed the app I am developing. After installation the app does not start. I run it from Unknown sources, it never changes the view to the game view. It either: 1. Does not react at all 2. Turns black for a second and turns the app off 3. Turns the screen black for a second and leaves the app minimised, when turning it maximized it turns the screen back to black for a second again and nothing changes. I have tried referring to several tutorials which are mostly referring to older versions of Unreal or to troubleshooting of this similar problem, like this: https://forums.unrealengine.com/t/issues-getting-unreal-project-run-on-the-quest/128236 . Those proved to provide more options that are version specific or case-specific, none of them worked. Among things I have tried: 1. Changing SDKs and NDKs. 2. Disabling OpenXR. 3. Deploying with different settings (development/shipping/others ASTC/DXT/others). If I should set one of those to something specific (for example that I should always try to deploy ASTC, for the time of the troubleshooting, please let me know). Right now I am kind of losing hope and am looking for some guidance where should I be looking for next steps. Right now I am referring to UE5 documentation, let me know if thats the right approach. Specifically I am trying to use this: https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/5.4KViews0likes11CommentsWashed out (double gamma correction) on OpenGL
No matter which swapchain format I specify, my OpenGL application always renders washed out. That implies that OpenGL always thinks it is rendering to a linear render target, while OpenXR always thinks I am submitting an sRGB render target. Changing the swapchain format that I ask OpenXR to create between sRGB and linear makes no difference, and neither does glEnable(GL_FRAMEBUFFER_SRGB).3KViews1like4CommentsQuest 2 not shown in Windows Explorer; ADB works fine
I am trying to connect the Quest 2 to a laptop over USB to copy files, but it does not show up in Windows Explorer. I started with the provided cable in a USB-C port, but then the device was also not recoginised by ADB. When using a regular USB port on the laptop the device was recognised and Windows showed Ready to use, but it does not show up in Windows Explorer. I then started adb and it first came up as unauthorised and after allowing connection in the headset it came up as device, so that works fine. But it still did not show up in Windows Explorer. I found this support page https://support.oculus.com/795778631158860/ that tells me to check the driver in Windows device manager. It did have a warning sign so I tried to update the driver. First automatically, but that gave no update and then followed the steps in the support page. But the MTP USB driver was not in the list. Tried several options to install the MTP driver: The MTP Porting Kit, did not work The Media Feature Pack, but got the message that this update was not for this Windows version (the page unfortunately has no informtion on what version I should use, so I just picked the latest one) Found this site https://thegeekpage.com/fix-mtp-not-working-in-windows-10/ and tried options 1 and 5, but no effect either Tried disabling Developer mode, as I found on Reddit somewhere (sorry can't find the page back), but that also did not help. The weird part is that a week earlier I connected the headset to another laptop and it worked perfectly. Connected over regular USB, Allow connection and presto, the Quest 2 showed up in Windows explorer. Could copy files and install the test version of our apps. So I'm out of ideas and I hope someone can help me. I realise the problem is most likely in the laptop and not in the Quest 2, but maybe someone has seen this before and found a solution.2.2KViews0likes1CommentUse Oculus Quest2 to watch panoramic video dual images
1. Open the VR video in your media file or play it online in your browser 2. Select 360 ° or 180°(3D) mode 3. Then there are repeated images. 4. Pull the trigger and open the video control bar.The viewing experience is normal. 5. Wait 5 seconds.After the video control bar hides automatically, the duplicate image occurs again. Simply put, when you have a video control bar, all the viewing experience is great except that the video control bar itself affects viewing. 6. It will appear in the following applications and websites When viewed directly, there is no video control bar and the image is repeated again.This can also happen when a video is played online in a browser.I suspect the image is too close to me, so we should come up with a plan to adjust the distance between the image and the eyes.Please pay attention to this problem, I am not the only one who has this problem!! (And copy-and-paste capabilities)712Views0likes0CommentsOVRInput.GetDown() always returns false
OVRInput.Get() always returns false while OVRInput.GetDown() works correctly for buttons. Joystick values are correct. It happened in both Oculus Rift link+Unity editor and apk cases. I'm using Unity 2019.4.11 and Oculus Quest, and have tried both the legacy and new Unity XR SDKs, none of them works. Anyone any idea? Thanks in advance.700Views0likes0CommentsReally DESPERATE to get NDK working in some architecture !
Hi, I am really getting to a point of DESPAIR, I cannot make any more Android Studio / NDK work in ANY way on any machine. It seems it "mysteriously stopped working" no matter what build.gradle I try to open/use would never compile a thing. Also tried to re-install EVERYTHING on Windows following all the steps I always get the same conclusion, "any time you try to compile you get some errors". I am TOTALLY DESPERATE, is anyone that managed to get this NDK working on windows, or anywhere, and compile some of the VRAPIs Samples and have it run on the Quest ? Any info/help you could give me would be appreciated ! As I side note I managed to make my Vulkan stuff work on Oculus Rift, but that's becuase "it all work in Visual Studio", I had not many problems at all there to copy/modify/add/compile/run stuff in there. I'll do one more try, I have an older laptop running Windows 8.1 .. maybe I'll be more lucky there ? I don't know at this point I'd just be happy to have SOMETHING that works/can push code in the Oculus Quest. Thanks in advance for any help.360Views0likes0CommentsIs it possible to activate the passthrough cameras from within a software (UE4)?
Hey guys! I want to know if I can activate the passthrough cameras manually from my software. I want to be able to let the user see through the cameras, while doing some setup for the software. Is there a way to activate the cameras, except the double press on the oculus button?936Views0likes1CommentAudio only playing when in oculus menu - not in game project on packaged build.
Hi, Looking for some assistance with audio issues in a packaged build. I just started packaging my project and I'm experiencing some differences from the UE4 editor 'Vr Preview" and the packaged build. I'm not surprised but as it is, the audio is only playing when I press and hold the oculus home button, then I get a quick flash of audio that should be playing in the game. If I turn my desktop audio on I can hear it coming from the computer speakers, so it appears game is not switching the audio device to Oculus? Is there a way I can manually handle this inside of UE4? I've always disliked the audio functionality that oculus does as it seems to confuse all users. I've seen this on twitch and I've experienced in my own demoing of games to friends. Sometimes the windows device seems to take the lead. Very frustrating and now it's occurring in my own game project. If you know a sure fire way to get the audio fixed for normal oculus play I'm open to hearing that too but I'd like to address the elephant in the room too.706Views0likes0CommentsOculus Rift DK2 in 2019
Hello everyone. Is there anyone who still uses this? What's your hardware and software configuration? (OS, gpu, oculus runtime, graphic drivers) I am having random black screen issues on the headset and I need to solve them asap for work. My specs are: cpu: i7 8750H gpu: 1060 6 gb ram: 16 gb graphic card driver: 419.35 Unity version used: 5.2.2 Oculus runtime: 0.8 Thanks, have a nice day2.2KViews0likes1CommentPCVR SDK Does not have PCSDK_Logging.lib
I am trying to run the OculusWorldDemo in Visual Studio 2017. I set the mode to release and I run the program. However I says I am missing PCSDK_Logging.lib; I read some where that I need to run the PCSDK_Logging Visual Studio project to create this file. However, I cannot even open this because I receive an error that says that it cannot import the common.props file into the common.props file as it results in circular dependency. I want to manipulate the code in the OculusWorldDemo but I cannot run it from Visual Studio. How do I fix this?994Views1like2Comments