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Participant
October 31, 2022
Solved

OVRPlugin.GetSystemHeadsetType returning Oculus_Quest_2 instead of Meta_Quest_Pro

Hi!

I'm running the latest firmware on the Quest Pro and the latest Oculus integration in Unity, but if I call OVRPlugin.GetSystemHeadsetType from within the APK, the Quest Pro claims to be a Quest 2.  If I run it over Link it correctly returns Meta_Link_Quest_Pro.

 

I'm assuming this is for backwards compatibility so that apps running on the Pro will inherit the additional graphics and features gated behind a check for Quest 2.  But I want to load additional, higher-detailed textures for the Pro-only, which won't fit in RAM on the Quest 2, so this isn't much help to me.

 

I'm currently experimenting with seeing if I can successfully allocate more than 6 GB of RAM as a sort of badly duct-taped together cheat for sussing out whether I'm on a Quest 2 or a Quest Pro, but I'd far rather do it properly.  Is there some toggle I need to set to say "yes, I know the Pro exists and you don't have to lie to me about being a Quest 2"?

    This topic has been closed for replies.
    Inspiring
    October 31, 2022

    Hey Eric, I'm having a ton of issues getting this setup on Unity as well. However, I am able to get the Pro back.

    so far, I had to manually install the correct version of Oculus XR Integration.

    I did this by doing the following: Window -> Package Manager -> Packages: Unity Registry -> + icon -> add package by name -> com.unity.xr.oculus version: 3.2.1

    Also make sure the Oculus Integration is v46.0.

     

    After that, make sure Unity XR Integration is enabled.

    Go to Edit -> Project Settings -> XR Plug-in Management -> Click Android Icon
    you should see a checkbox for Quest Pro. If you enable that, then I think you should be good to go.

     

    I still haven't gotten the eye tracking api to kick on yet, so if you figure that out let me know 🙂  

    3 replies

    Inspiring
    October 31, 2022

    Hey Eric, I'm having a ton of issues getting this setup on Unity as well. However, I am able to get the Pro back.

    so far, I had to manually install the correct version of Oculus XR Integration.

    I did this by doing the following: Window -> Package Manager -> Packages: Unity Registry -> + icon -> add package by name -> com.unity.xr.oculus version: 3.2.1

    Also make sure the Oculus Integration is v46.0.

     

    After that, make sure Unity XR Integration is enabled.

    Go to Edit -> Project Settings -> XR Plug-in Management -> Click Android Icon
    you should see a checkbox for Quest Pro. If you enable that, then I think you should be good to go.

     

    I still haven't gotten the eye tracking api to kick on yet, so if you figure that out let me know 🙂  

    ericligaAuthor
    Participant
    November 8, 2022

    You are completely awesome for reading my post and sharing that.  If we ever cross paths, I owe you a drink of your choice in thanks.

     

    Manually installing the correct version of Oculus XR Integration fixed it for me.  Why that one wasn't listed when you toggled on "Show Pre-release Packages," I don't know.  How on earth did you figure out you needed to do that?

     

    I'm about to tackle eye-tracking.  Will let you know if I get it to work! (Or if you already have and have some tips, I certainly wouldn't complain!)

    Inspiring
    November 8, 2022

    ericliga 

     

    check out https://forums.oculusvr.com/t5/Quest-Development/Eye-Tracking-not-working-on-Unity-Pls-help-sad-devs-make-cool/m-p/996501#M5129. we got it working thanks to the brilliant work of Marielle_HPE