Oculus quest unity play mode. It said the operation was a success in the prompt.
Oculus quest unity play mode 0. Install the latest Oculus desktop software and have that updated to the latest. It does not crash in versions 2019 and 2020. I used playmode to test about 30-40 times in a row and all was fine and then suddenly the audio just stopped playing when I hit play. 11 and have Oculus plug-in enabled in the Project settings Quest headset has Link enabled but nothing shows up in headset. Can someone please hep me? I’m using a Macbook pro late 15. 11f1 project. I don’t know what to do. Ask Question Asked 5 years, 8 months ago. 1, Oculus App > Settings > Beta > Developer Runtime Features ON Oculus Link & Unity Editor crashes on Play Mode with a fresh project (settings described above). It runs exactly as intended when I build and run on a PC: a razer laptop + Rift (not s) But when in the unity editor - if I hit play - it does NOT I am entering the first stages of becoming a VR developer, and I am currently stuck on a very important aspect of the development process. Oculus Link app on the computer is logged into that But this won’t resolve Oculus Link taking ages to connect to Unity Unfortunately my Quest 3 is still on v60 so I just need to wait till it will be updated to v62 ;(“Enter Play Mode Settings” is fantastic for normal play, starting the game instantly (0 seconds)! The Quest Pro passthrough video feed lags considerably when entering Play mode in Unity and using the Link cable. Checked with Oculus Integration examples - controller ok, hands are absent in the Hi, As the title says, quest 2 controllers are not working for me in play mode anymore when using Quest Link. 2 and Oculus Integration), the idea being to be able to switch between them easily and build a template with some common features needed for prototyping: a menu [Unity: 2022. For example, I can build to the headset. If I try to install it via sidequest(by using . Only the build. I can test in play mode and such, and am just starting out, so bear with me if this is a silly question. It' I have the exact same errors, Im developing for quest2 and all my projects suddenly stopped showing hands in unity editor while using oculus link. Button inputs are also not working. 12f1 due to errors when downgrading the project. ; Enable Developer Mode on your device. Under Project Settings - > PlayerYou have to have both ‘Direct3D11’ and ‘Linear’ color spaces to use the Oculus/OpenXR in edit mode. But most of the time it doesn't work, there are two variations of what happens 1) I enter the play mode, Unity enters in properly, I can see the scene, but nothing happens in Oculus. I looked into some ways about doing this but seem to be very old and outdated. Everything works fine, its streaming onto my headset, the handtracking works flawlessly and smoothly BUT the rendering of just the one cube and the So I am developing a VR application and recently encountered a very frustrating bug. In the end I did fix the issue and it gave me a 30-60% performance boost and a lot better RAM usage! The issue: Oculus XR plugin defaults to 1. Download the Oculus Developer Hub and the Oculus Client Oculus Integration 34. My issue is that I have a multiplayer game that does not have an authoritative server (we're in testing stages) and whenever the Host's headset goes into Sleep Mode, it stops all connection through it with the server. Possible causes include a headset not being attached, or the Oculus runtime is not installed or up to date. Want to be featured and attract XR Creators with quality XR Content?Get your product shown and taught to our 50k+ XR Audience - https://bit. But I still have the Until recently your Oculus Quest/Quest2 had to be connected to the PC/Laptop via a link cable to play PCVR games or to test Unity scenes. 1f1 and XR Plugin Management 4. But when clicking on “build and start” it responses: “Android device is not responding”. Reproducible on these devices: VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10 Finaly found the solution, in unity editor version 2020. This is creating a real problem, because now I need to build the game in Android, Gamma, and OpenGLES 3. . However, I can not sync Unable to start Oculus XR Plugin. exe "C:\Program Files\Unity\Hub\Editor\2019. 0b8, 2023. 33f1, URP, Oculus SDK v38, Oculus XR Plugin / XR Plugin Management / XR Interaction Toolkit. Setting Up Oculus Link. My video is a webm, using VP8 codec, with alpha channel, 600x1000 pixels. I have been trying to figure out how I can show a touch controller like the other Quest games. Expected result: Editor does not crash after exiting the Play Mode Actual result: Editor crashes after exiting the Play Mode. Hello everyone, I’m currently experimenting a bit with VR headsets and I was wondering if I could use the passthrough feature of the Oculus Quest (2 and 3) in a desktop build using OpenXR. I believe it has something to do with my current graphics settings. This is a unity 2021. Thank you all for the help! It's basically that, whenever I try to use the play mode on the Unity editor with the Quest 2 directly connected, after I finish using the play mode (and therefore, stop it), it crashes. 5. Nope, you need to build and run to device. 2) I enter the play mode, the play mode in Unity goes black and in Oculus there is an endless loading screen, that never goes anywhere. 0 (2020. Everything is going well and can view the project in play mode with the cable link. Things to I am using the XR Plugins for Quest. 0 (2021. However, when using the recent versions of OpenXR it seems to not load inside the headset, whether I use playmode with a link cable or a build natively on the quest 2. 2. I used to do that on Oculus Go and I it was working well using Unity’s required format, in my memories. After starting my project in the editor a few times to test some environment stuff (without putting on my headset) I now can’t get play mode to work in my headset the way it did previously. Not sure why but I think that's a possibility. I created a new project and tried to enter play mode there and to my surprise it worked. 21f LTS On Window 11 Anyone have Fixed issue #1325113, where hand tracking was not working on Quest/Quest 2 when the Unity splash screen was disabled. I am trying to play test an Oculus game through Unity Editor. what i would do is use the official unity create with vr tempelate to rig up your xr. Now when I do a build and run I don’t get any I have watched a couple video tutorials and read several posts. I’d love to have the option to see and be able to use the controls of the game from the Unity Editor + Oculus Hi, I have recently started VR development with Unity using a Quest 2 heaset, Unity 2022. best regards I have created a project with the Unity version: 2020. 01 to 0. I have to restart Unity to get it to work again, every time after it playing that first time. No player build required! This is beeing done so that the Unity "Play" button works, since the Oculus Quest 2 detects the Unity editor "Play" button as a Rift S app, and those are built through Windows. SiuSiuSiu October 30, 2021, 8:38pm 3. I'm developing a scene for the Quest using Unity 2019. This does not happen if my Quest 2 is connected to Unity I use the Open / Oculuus XR Plugins I use the Sample Controller example with some custom code is missing! [Subsystems] OculusXRPlugin successfully registered Provider for oculus input [Subsystems] OculusXRPlugin successfully registered Same issue with Oculus Quest 2, same video play smooth on my laptop, yet on VR it completely lag. In that project I applied the Open XR plug-in. Reproducible on: OpenXR 1. Link is working and my desktop fully connects to the headset. I have tried building a project with bot OpenXR plugin and Oculus plugin (+ both Unity XR Interaction Framework 2. apk to Quest no problem. Do I need to set up something in Oculus? Dev mode is enabled and tried both windows and というときは、XR Plug-in Management で、PC のタブでも Oculus にチェックが入ってるか確認してください。 Quest 2 を Oculus Link で繋いでるのに、Unity の Play Mode に入っても、HMD 側でなにも起こらないんだけど? Hello everybody, when i press playmode to test a game in unity3d i see the unity3d app on my oculus quest that is opened but it loads (also when i press the play button on the pc). So far so good. 16) scene on play mode I got the game screen showing on my Oculus Using Quest Link in Unity’s Play Mode has been a complete game changer. Also, this Hello developers, I am trying to develop a game in Unity for Oculus Quest 2. 1. 6f1) Oculus Quest with original Oculus Link cable; Gaming PC with Nvidia RTX 2060, 16GB ram, SSD, Ryzen 7 4000 Series, Win 10 Apart from that: there is a massive amount of lag and hanging if Unity isn’t actually in Play mode - the Quest seems to get confused about whether its a PC, a Quest, or a Unity player, and you get loads of screen Put on the Quest and you should see a prompt asking whether you want to 'Enable Oculus Link' Click the blue Enable button and Oculus Home (the PC version) will open in the headset. have your Oculus device plugged in to your computer and it is in Developer mode and you cannot test the hand tracking in play mode in Unity. I checked the Input Debugger and Check everything is as it should be under XR settings, compared with whatever it says on unity / Oculus guidelines online. Additionally, the passthrough often does not work at all over Im developing a game in VR for the Oculus Quest 2, and i added some elements with emision to the scene using URP and bloom on post procesing to make it look better. I have a project in version 2022. I have a 3070 and i7-10k so my computer should not be the limiting factor. I have reinstalled the oculus app multiple times as well as factory reset my headset with no luck. 3 and XR Interaction Toolkit 2. Modified 2 Headset position always returns zero in Oculus Quest with Unity and Oculus SDK. 13f1 that I'm using OpenXR to connect to my Oculus Quest through Oculus Link. I’m testing this in the ControllerSample scene, I also checked and I noticed that the Oculus XR plugin I just created a new project in Unity 2021, using URP, for the Quest 2. 11. Building and Deploying on the Quest every time I want to test the change is not a viable option to me and Play mode is necessary for smooth development from my point of view. I have selected OpenXR under XR Plug-in Management, made sure the Oculus Quest Support was checked off in the OpenXR options and also made ran from the drop down menu Oculus -> Tools In our application, when playing a video from the url (in the unity video player), the build crashes. If you have this then you just need to make sure your project is setup for both android (quest) and PC (rift). Unity will only enter play mode once through the Oculus Link Dash. I have been working on a game in Unity using the Quest 3 and link, and play mode has started running at 5fps, only when connected with link. Since 2 days ago I can’t have the game screen play on my Oculus, and when I press play it plays only on the Game screen in I’m encountering an issue while developing a project for Oculus Quest 2 and Oculus Quest Pro. Oculus integration v51 Unity Version 2021. I’ve tried both v41 and v43. I have installed XR Plugin Management, Oculus Plugin, set Android My Oculus Quest won’t reflect Unity play mode. Hellos, I cannot seem to find out a way to enable the Oculus Quest to show whats in the editor via play mode (game window) onto the VR Device. I have applied a locomotion system and can run smoothly through my project. Restarting Unity gets me back to working 1 time until the problem I am started developing in Unity, and try to run my game in VR. However, something seems to have changed since last year since not a single Quest is They are all playing different videos at the same time but when I start the game on the Oculus Quest it is as if all players are playing all clip at the same time as the quads are flickering between all clips. I understand it involves picking a prefab object on the XR Rig > LeftHand Controller (and RightHand Controller) objects. I’m experiencing really poor fps and I’m not sure why. Everything else works fine but the blob shadow doesn’t appear. 0, SDK When I select "Play" in Unity editor, I do not see the VR playing in my headset. I have link enabled and when I hit play I can see the game window in the virtual desktop in link, but do not see the entire VR immersively. When I used to run my Unity (2020. Enable oculus link mode on the quest and it will work like a PC VR headset in unity play mode. Instead, if i build the project on my headset everything works. Tried with Quest Link and with Air Link. Update your oculus, openxr, xr management, and other packages, as wel as unity if possible Make sure the HMD is on and not sleeping, that can give stutters Home I have restarted Unity, Oculus, reinstalled OVR, changed which USB port I am using however I can't seem to figure out the issue. I have installed XR Plugin Management, Oculus Plugin, set Android settings in XR Plugin Management to Oculus, same with windows settings. 0’. However, I can not sync . 0f6 build on the Quest. Reverting to the previous package versions also does not work. Go to Project settings > Player > Android > Other settings. 6, Oculus XR Plugin 1. If you are not on the latest version of Unity, you could try and see if the problem was fixed. After that, the Oculus VR environment seems to lose awareness of Unity, and playmode works in the desktop Game window but not the headset. 10. Nothing show. I am started developing in Unity, and try to run my game in VR. Also tried Currently having an issue in my project where the Meta Quest 2 headset will only enter Unity's play mode through quest link once. 39f1, 2022. So let's see how that's done. I have been working in Unity with Oculus Integration and haven't had any issues with it, however, as soon as I import a model such as a table or chair and try to go into play mode, it won't let me in. f1. I have oculus enabled in the XR plugin management settings for both desktop and android, and also have initialize I noticed that performance on Vulkan sucked on the Quest 2, even on Unity 2021. 18f1, 2021. 4. This will be possible once the Oculus Link software + cable is Since Yesterday I’m trying to deploy my project to my Oculus Quest 2. Nothing. it always works for me and im working on the I have a meta quest 3 and with open xr I have created just simple 360° videos in unity which can be seen by the vr user but also at the same time via google chromecast by other visitors on a TV. Connect Oculus Link to Quest 2/3 5. 1) Decreased the Far Clip Can't sync Unity "play-mode" with Oculus Quest 2 for developing/testing Hello fellow VR enthusiasts! I am entering the first stages of becoming a VR developer, and I am currently stuck on a very important aspect of the development process. I’m trying to make a simple test app just to get passthrough to work. But in unity editor version 2022. I noticed that the skinned mesh renderer is disabled when in play mode for some reason and also I can still turn my palms towards me and access the oculus Unity is crashing when entering the play mode. For faster iteration time, you can use Meta Quest Link to run your project on your Meta Quest headset directly from the Unity Editor. Even new projects have the same problem. Im trying to setup Quest 2 for running my project in Play mode in editor. The game works properly when I build it, the issue only occurs in play mode. 33f1, 6000. 0; Oculus Quest version 35. Unity Engine. Unity Version: 2022. Share. I am following the VR Pathway from Unity Learn so I build the Create-with-VR_2022LTS project as the lesson said. I noticed that when I make a build onto my Oculus Quest, it appears on a 2D screen. I’ve followed several tutorials, though it’s rough since so many things have changed since they’ve all been written. but it still doesn’t allow passthrough of the Unity play mode. 13f1 that I’m using OpenXR to connect to my Oculus Quest through Oculus Link. To address this, I adjusted the camera’s clip planes: Increased the Near Clip Plane (from 0. I have whirligig and several other players installed, but haven't for the life of me figured out how to launch an executable that doesn't output into a 2d desktop mode. <other numbers> Oculus Quest runtime version 35. Also set basic interactions, with hand and etc. I was able to run play mode on my Quest 2 with the same link cable on my desktop. This is a frequent, intermittent issue. However, when I Hi, I’m trying to build my test apk from unity to my Oculus Quest. Hi I am hitting the same problem. Is there a new way to do this without having to build an APK to test scenes? Thank you. But no. Can you get any screen capture or video of the “going black and white?” Hello, I am trying to setup 4 Oculus Quests for my pupils. The settings I’m changing are: OVRCameraRig → OVRManager → General : check both Passthrough As new magic studio stated above, you will need an oculus link cable to do this, or equivalent. Jake_3 The Quest itself gets thrown back into the standard Quest homescreen, Unity will just be stuck on a black screen and the Oculus app will restart anew after its disappearance. I did install the driver for adb by right clicking the file and clicking on install. I was able to connect Oculus Link with my laptop and Quest 2. 4 OpenXR Plugin: 1. Go to I'm fairly new to oculus and haven't yet figured out how to run community content on my oculus. Oculus Link app on the computer is logged into that account. Now I’m using vulkan. Enter and exit Play Mode. I want to build my VR-app on my Oculus Quest 2 headset, but the headset just does not show up under “Run Device”. Important one when I'm in Play Mode via Oculus Link and I enter the Oculus Home menu and try to quit play mode from within the pulpit in Oculus environment after play mode exits and couple of seconds later there seems to occur some crash in Unity which closes whole Unity application. I had the problem both in the editor play mode, and the Oculus build. Unity does not crash in the editor. This makes playtesting and debugging not possible. That by itself is annoying enough. The problem I'm having is with connecting the controllers with the game engine. 0b13, 2022. I can enter play mode and play the game totally fine, but when I try to exit play mode the Editor freezes completely and can Is this the warning you saw? XR Interaction Toolkit: Interaction Layer 31 is not set to ‘Teleport’. 118. Create a new 3D project - not HDRP or LWRP/URP. Here is a screenshot of what I see when I turn on my headset: Hello, how do I access these buttons with the new XR Interaction? In normal games these happen in the Update, but the way I understand the new XR Interaction the buttons can now trigger events, therefore there is no need This hacked seemed to fix my project for Play mode only, but when I actually build the game, OpenXR doesn’t seem to work at all in the oculus quest 2 windows build (!!!) jackson2011 June 20, 2024, 10:59pm 5. 341. I am having issues getting my Quest 2 headset to connect to Unity when I enter play mode. I’d imagine the lag/stuttering is due to my project settings. 69. Both examples are of the unmodified DistanceGrab or Since there has been some confusion about how to use Unity's Play Mode in the Quest 2. I get that I can I'm developing a thing for my Oculus Quest 2 and I'd like to use more play mode in Unity, so the process I more fluid, but I find it super not reliable. You can now enter Unity Play Mode and be able to explore your scene in VR. Expected Results: Editor does not crash when using OpenXR-Toolkit Actual Results: Editor crashes after exiting Play Mode with OpenXR-Toolkit running. Expected results: Editor does not crash Actual results: Editor crashes. We’ve made a number of updates and improvements for Meta Quest Link, including: Oculus PC app is now the Meta Quest Link App. No frills, just a scene that shows passthrough. add Oculus Touch Controller Profile. There is literally nothing happening in Oculus and in Unity only play mode activates without any movement. Quest 2 Setup for Development. I’m able to run the Mixed Reality Template in 2022. Pressing CTRL + 1 (the hotkey to disable ASW) fixes this, but the initial lag messes up other things and having to do this every time is not ok. So if you are using the older, soon to be deprecated oculus setup then just make sure to install both the oculus android and oculus desktop packages. I want that ability to enter Play mode. 3. Hey All, Using Unity 2019. I spent the morning updating various packages (XR Management 3. I am using a secondary account on my Oculus. On Windows via CMD it works with "VirtualDesktop. 2f1), XR Plugin Management > Oculus, Oculus Integration 54. Tried in a clean project with the latest updates and Quest Pro. I have installed XR Plugin Management, Oculus Plugin, set Android I have a project in version 2022. 1 Like. <other numbers> I can build and run apps with passthrough, I just can't get them to appear in the headset via the Unity Editor when I hit Play. A place to discuss the Meta/Oculus Quest, Quest 2, Quest 3, and Quest Pro Members Online After playing Max Mustard I've come to the conclusion that I'd kill for an action RPG in 3rd person. But now with the beta feature called Air Link we can play/test games/projects wireless on the headset. It said the operation was a success in the prompt. I am able to get Play mode to launch into VR with another project that uses Unity 2020. I’ve been able to test and run the project in the editor with no issues, but starting yesterday, seemingly out of nowhere, Oculus would crash whenever I press play, and when I press play again to end the test, Unity also crashes and pops up an option to send a crash report to Unity devs. 19f1, 2022. xx bug. exe" -projectpath <path> -useHub -hubIPC -cloudEnvironment production" Unity will only enter play mode once through the Oculus Link Dash. Don't flick options on or off until you are sure it's the right ones. This can be done directly on the headset Settings > System > Developer Small demo of using the Oculus Quest 2 with Air Link, to access the play mode directly from Unity. Hello, I have an Oculus Quest 2 connected to a PC (windows 10). Meta-Quest, XR. 48f1, 2021. Other games works fine Hey There, has anyone had the problem of their unity VR project not showing up in the RIFT headset while running in the Unity Editor’s play mode? The VR project works exactly as intended when I build and run on a an occulus quest. As a developer i would like (if possible) to have the preview mode of Unity working directly in the editor with Quest 2, this means that if i click the play button i would like that my app starts and i can use the Oculus Quest 2 Controller + Hands tracking to interact with my application (for example just keeping the Oculus on top of my head in How can I use Unity editor view without having to deploy my project in the Quest 2 device? I saw various solutions for Oculus Quest but they don't seem to work for Quest 2. Hot Network Questions Old Sci-Fi movie about a sister searching for her astronaut brother open oculus Link and then click on play on unity. We have different implementations depending on the platform. Install Oculus XR Plugin (4. UPDATE - From Oculus “Thank you for reaching out. I can enter play mode and play the game totally fine, but when I try to exit play mode the Editor freezes completely and can only be closed by ending task. You will also want to make sure you’ve allowed any device connections between your headset and computer by responding to any Since Oculus Quest Link emulates the Oculus Rift behavior, now with link you can get into play mode as well. You're good to go. Hi, I didn't turn on Developer mode via the Quest app, but I am using a developer account. Does someone know why? Here is what I’ve tried: Enabled the 120hz experimental feature inside the Meta Quest 2. ADMIN MOD Disable sleep mode when removing headset . If I quit play mode in unity and try to enter play mode again after, the headset will not connect. I checked in the inspector and in the project and I could still play and hear the audio source and I also checked other sounds on my PC to check it Oculus Unity not loading Play Mode . You can go into play mode with your editor set to Windows or to I am started developing in Unity, and try to run my game in VR. Installed all the necessary package. Yeah, so that's what I mean by asking in this post. If you are using the 4. Hi! I know there are already some topics about this problem, but mine is a little different. I am able to enter Play Mode through the headset when Oculus is set as the plug-in provider. I From there, you can remain seated and should not have any issues. I have not run A place to discuss the Meta/Oculus Quest, Quest 2, Quest 3, and Quest Pro toninotonnato. Does somebody know why this happens or how to solve it? lightning on unity: lightning on oculus: To use Oculus Link (Windows only) that allows you to use Unity’s Play mode on Oculus Quest, you need to use Use Oculus Link with Meta Quest 2 or Meta Quest, and that has the following graphics card requirements (based on Rift S). My link cable is compatible and working fine as I am able to launch things from the oculus desktop app and But most of the time it doesn't work, there are two variations of what happens 1) I enter the play mode, Unity enters in properly, I can see the scene, but nothing happens in Oculus. When I try to re-enter Playmode again, the game does not start in VR-Mode and the VR-Headset stays in its infinite loading screen state. Reproducible on: 2022. So far, I've successfully linked the headset with Oculus Link and can see my environment in the game when I hit "play". I configured Unity for Oculus development using a tutorial by Valem:"How to make an OCULUS QUEST game" (I can't post links yet) When I push my build to the Quest, the process through okay with no errors. 0, OVRPlugin v1. 15f1 by these steps: Windows - > Package Manager - > OpenXR Plugin Windows - > Package Manager - > OculusXR Plugin Edit - > Project Settings When developing on my Meta Quest 3 using an USB Connection and Oculus Link, after exiting the Play Mode, on the VR Headset I get an infinite loading screen. 6f1\Editor\Unity. ). Reply reply Once your Quest is in the PC Oculus Home interface, now in your Unity project, go to the XR plugin settings - there is a tab there for Android, should already have Oculus checked as your VR interface. 9f1. Unity Account You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. 2) version How to: Go to your project’s root folder (where you stored your project) All of a sudden, seemingly out of nowhere a few days ago, when using play mode in Unity with Quest 2 / link cable, everything works fine one time. You may follow the steps here. However, when I remove the first one, it goes into sleep mode which affects the running Meta Quest Setup. Unfortunately, when I hit the play button and look through the headset, nothing happens. 16) scene on play mode I got the game screen showing on my Oculus Quest, and I could see it both on the Editor and in the Oculus. Virtual objects render at > 72 FPS (reported in Stats window), but the video underlay from the real world feels like ~3 FPS. I followed this tutorial (google this: Developing for VR with Quest 2 & Unity for the First Time) on Unity version: 2020. Does anyone have a template for the Quest 2 using URP in Unity 2021? I just found out about the ability to enter play mode and test on the Oculus Quest wireless via Virtual Desktop. It works great on editor and play mode, but when i build it on the Oculus the effect is horrible. All I have in the scene is a plane and my XR rig. 21. With this new mode, I can now use the in-editor Play Mode to interact in VR. Have someone managed to run his VR game in play mode on 120hz? It looks like it won’t go beyond 72hz and no matter what, I can’t change that. 20f1, 2022. Unity v2020. Unity generally crashes every 3 play attempts give or take. Set it to “important” to make sure a light gets the per pixel treatment, or to “not important” if you want it to be just per-vertex (or “auto” to let Unity decide) For some reason hands tracking is not working anymore in Unity editor. Steps to reproduce: Create a new project or open an existing one. (plug and play) for Oculus Quest 2 with Unity. I 4. At the Oculus Connect Conference they mentioned Remote Rendering and only having to hit the Play button in Unity instead of building the . The screen is totally black and if i press the menu button it says “App keeps closing”. Also Unity decides which one is the per-pixel one based on the properties of the light and its “Render Mode” attribute. So I tried to reinstall oculus software and the xr plugin management etc. ” Quest Link has To use Oculus Link (Windows only) that allows you to use Unity’s Play mode on Oculus Quest, you need to use Use Oculus Link with Meta Quest 2 or Meta Quest, and that has the following graphics card requirements (based Meta Quest Link. Hi! I am trying to play test an Oculus game through the Editor. However, once the build actually I noticed that when I make a build onto my Oculus Quest, it appears on a 2D screen. 30f1, 2020. It happens all the time and the Unity editor can't recognize the reason for the crash. I reached the end successfully and I was able to see my Scene and red laser Make sure that: Developer mode for Quest is turned on; Oculus app is running on desktop and device is connected (green light) (if it is connected but theres red light try restarting the driver C:\Program Hey there, I’ve gotten the Oculus Quest 2 working with Unity 2021. Recent apps I test-deploy have only shown up as flat un-interactive scenes, see three attached examples with and without OVR Transition Scene, with the black screen with a 0 being the VrBoardGame and the two others being DistantGrab. Computer (Laptop): AMD Ryzen 7 5800H (CPU) 64 GB of Ram Nvidia GeForce RTX 3050 Ti (GPU) Windows 11 Settings: Developer Mode On USB Debugging Allowed Link Active Quest 2 updated (4/27/2023) XR Editor freezes completely on exiting play mode when connected to Oculus Quest via Oculus Link Unity Engine. Edit: the problem was with my project, so I guess something in it is causing the crash. running Unity 2019. I thought it was because of Vulkan. Will get back with an update on how that works out. However, the Oculus Quest 2 when building to Android needs ‘Gamma’ and ‘OpenGLES 3. Looking for a fast video tutorial? Our instructor Mitchell made this quick tutorial Hi! I am trying to play test an Oculus game through the Unity Editor. 0) I found another fix that worked for my particular usecase: The likely cause of this issue is that the Quest uses a lower precision depth buffer compared to what you would have when running in the Unity editor, and that may cause z-fighting. I want to start a new VR game for SteamVR and eventually the Quest. 0 and Unity to 2021. I tried Hi, I recently got a Quest 2 and decided that I should try and get back into VR development. apk to run the scene? Anyone know how to enable that? Here is where they talked about it: Thanks. The thing is when I’m trying it in play mode everything is fine and it does what I want but when I build it. A place to discuss the Meta/Oculus Quest, Quest 2, Quest 3, and Quest Pro I setup JUST a cube with camera and hand/controllertracking for the oculus 3 in unity, using the Oculus XR Plugin. Install the latest version of Unity (I did not install the Beta). I am trying to use vlc unity plugin on Unity 2021. Programmatically control Oculus Quest camera passthrough mode. Then I have to restart Unity to get quest link working again. 3f1 and an Oculus Quest in link mode VR no longer works in a build (editor is fine). Expected behavior There's an article saying they support hand tracking on windows through unity, Hand Tracking in Unity | Oculus Developers (We support the use of hand tracking on Windows through the Unity editor, when using Oculus Quest + Oculus Link. I’ve got the quest linked but play mode does not play in VR on the Quest. For now I am just trying to get it working in the Unity Editor so I can develop the game. 3f1, using a new Quest 2. 3) and now when I start the built game I stay in Oculus Home. This occurs consistently in my project and also in a brand-new project. 0a12 Could not test on 2020. If i turn off the oculus plugin and use the mockHMD mode it loads up fine and i can see the level (it also Editor freezes completely on exiting play mode when connected to Oculus Quest via Oculus Link Unity Engine. When I start Play mode the camera and controllers in editor follows may headset and controllers, but in Quest there is no image, only black screen. What is wrong? When I build and run on Quest 2 then it runs fine. Install the latest Meta XR All-in-One SDK (V65). There are no errors in unity. Looking for a fast video tutorial? Our instructor Mitchell made this quick tutorial I’m experiencing a crash issue in Unity Editor when attempting to enter Play Mode with “Initialize XR on Startup” enabled for Oculus or Open XR. So I assume there’s something I’ve missed in the Unity 2021. r/oculus • Playing Blaston on Similar issue with [SOLVED] Quests hands tracking is not working in Unity editor Although that post marked as solved, I still encounter the issue of oculus integration hand tracking is not working in unity editor play mode issue. Oculus Link is a special feature of the Quest and Quest 2 VR headsets that turn them into PC VR headsets, you can play any PC VR games that work with the Oculus Rift. 0 I am connecting my Quest 2 but when I click run the scene doesn’t run on Quest 2. When I play it from Unity it works well, I can test it via Quest Link and there is no problem, but when I hit the build and run it doesn’t run or shows on my Unknown Sources from my Oculus Quest. 5 the quality setting using forward renderer that is common for all type of quality setting. 117. This functionality is only supported in the Unity editor to help improve iteration time for Oculus Quest developers. Hi, I’m trying to get a simple VR game to run on 120hz in play mode, and not only after building the project. Here are the two things I tried which worked for me. apk file), it installs, however, it opens a balck screen inside the vr home and nothing happens(it looks like one of the browsing home screens). I have no idea what Happened, I installed SideQuest and installed my apk from there, also with success Steps to reproduce: Quest Pro (factory reset), probably any version of Unity (tested with 2020. As with everyone, I followed this tutorial here to setup a scene to use my Quest with Oculus Link for Action base XRRig How to Setup XR Toolkit’s Action-Based Input in Unity - YouTube But whenever I tried playing it in editor mode, it won’t start on my Oculus. In play window maybe check if you can select the Oculus SDK under resolution instead of free mode. Hey, So I’ve just been testing some playthroughs of a musical game I’m working on. 0. User340 February 20, 2020, 12:03am 1. Join or create an organization. Streamer. 11f1 and XR Plugin Management 4. This can be not so trivial to understand at first, because the Oculus Quest 2 use Android. Whenever I open an exe, it just launches in a 2d desktop mode. ly/xr-contentWant Is it possible to preview / play my app in Unity (play mode), but use the Oculus Quest 2 controller + headset motion to interact, when using a Mac? DevDunk March 26, 2023, 9:41am 2. When, I play the VLC Canvas Example scene under Demos folder, I can see a video has been displayed and playing on the canvas in the editor. But the main problem is that I cannot just exit Unity play mode, reestablish the Oculus Link and enter play mode again to fix the problem. 5 → 1. Tried in some old project for Quest 2 (and with Quest 2) where everything was fine a few month ago. However, when it comes to gaming, we would highly recommend checking the apps in the store to see if they support sitting mode (for instance, Hi! I am trying to play test an Oculus game through the Unity Editor. Hi, I have recently started VR development with Unity using a Quest 2 heaset, Unity 2022. I already have installed all the packages that i need cause it worked until 2 days ago. 9 that has different Renderer has 3 different Let me be more specific: I am developing in Unity for Quest 2. This issue does not occur when I don’t have the headset connected, in that case I can enter and Hello, I have an Oculus Quest 2 connected to a PC (windows 10). I'm testing my Unity VR multiplayer app on two separate headsets and I need to switch from one to the other. Click the Windows/Standalone tab and check Oculus there. It works great on the Quest 2 when compiling for Android and installing the apk with adb. As the title says, I am getting a completely black/blank screen when I build to my Quest after I updated the Oculus Integration to 33. I can choose the device in my build settings. 0f1, Oculus Utilities v1. They are working fine in play mode in the editor and in a windows build. 3 and see my surroundings correctly with the HTC Vive XR Elite and the Vive Business Streaming app. Sometime I get the hourglass, sometimes I get an outline of the cube, flickering Set Play Mode OpenXR Runtime to SteamVR (or System Default if SteamVR is the System Default OpenXR runtime) Click the Play button in the Editor Observe crash The crash logs which I am unable to provide indicate a Segmentation Fault (SIGSEGV). PC builds when run will open in the HMD, and if you're in the Editor, going into Play mode will also display your VR environment. If I change the plugin from XR Plug-in Management to Anyone know of anything I haven’t tried that has been suggested that I am missing? Occulus works correctly with build & run, but not play mode. This is a massive productivity killer so hoping there is an easy fix to make unity editor play mode work repeatedly without requiring a restart. I have been working on some VR projects using the XR Interaction Toolkit and XR Plugin Management and deploying to windows desktop and oculus quest. Here are all the packages I am using, as well as the XR Plug-in management settings: I have noticed that if I do not have the Oculus desktop I'm currently trying to develop a game with Oculus Quest 2 and Unity. Now when you press Play in the Unity Editor, you will see your app in the Quest. 4f1 on windows. I have connected Quest through Link, it works. Connect Quest 1/2 with Oculus Link 3. Hello, I’m trying to play a flat transparent video in a Scene rendered in an Oculus Quest, but video’s alpha is rendered as black in the headset (but working in the editor). 21f1, 2021. When using Unity you will need to turn on Oculus Link to prototype Unity project and see the output on the Editor. I know it’s not the cable, because I can play other games with it normally. This is beeing done so that the Unity "Play" button works, since the Oculus Quest 2 detects the Unity editor "Play" button as a Rift S app, and those are built through Windows. Follow edited Nov 1, 2022 at 22:01 ~~ UPDATED ~~ Good news with Link you’re now able to “Play” your scene WITHOUT building the apk! Have the Oculus Software on the Quest updated to the latest. I can enter play mode and play the game totally fine, but when I try to exit play mode the Editor freezes completely and can Hi I’m making a VR game for the Oculus Quest 2 and I’m using the Decal Projector to make a blob shadow with a image for my character. The thing is, I can perfectly preview my project in the headset when I press the “Play” button, AND the Oculus app also says that my device is connected. SO I take on my Quest 3, start Quest Link (or AirLink) and switch to Monitor1 (i have 2 of them). When I enter Play Mode I am able to build and run my app for Oculus Quest 2 using Unity 2020. 6 → 3. My headset and my oculus app are on the same account. 0 The fix: Push to the latest 2. I A place to discuss the Meta/Oculus Quest, Quest 2, Quest 3, and Quest Pro It's cumbersome to not be able to just hit play mode, but its better than nothing. It will play in Unity at that point, but not Oculus. I am using XR Toolkit. I've been looking through the documentation for Unity XR to try and find a way to send an event when the headset begins Sleep Mode. Unfortunately I have been unable to enter Play Mode throught my headset when using OpenXR as my Plug-in provider. 5f1. That is sad to hear! How do you debug then? This is a new development with my current VR project in Unity. I created a new project I’m using Unity 2022. When I enter Play Mode Hey 🙂 With Meta Quest 3 the passthrough through Play mode was working ok yesterday evening but this morning it won’t (see image). What is this mode called? Also, is there any way to make the screen bigger? Oculus Quest 2D mode. Hi I am new to VR development. I can build and run the . It is probably why the video could play smoothly on your laptop and laggy on your VR. I do not see Oculus Composite ADB Interface in Device Manager though. Interestingly, I can still I’m using Unity 2021. It is rendered on a Hello all, Just a heads up and also if anyone has any solutions, it would be great. Enter Play mode. Hi. 32f1 Personal (LTS) to show videos in Oculus Quest 2. I already managed to show it fullscreen in Hello, everyone! I'm a new dev and I'm working on a game for Oculus Quest 2. 40f1 and 2021. 3) or 3. When I press the “Run” button in the Unity editor with my headset connected to the PC via USB, both the Unity Editor Game View and the view inside the Oculus Quest headset turn black. Unity warning is “Unable to start Oculus XR Plugin. However, I'm trying to get the hand interaction to work. I have followed the last post solution but still not working. Playing a scene from the Microsoft/MRTK3 api on Unity. 31f1 XR Interaction Toolkit: 2. Every time I hit play, it just hangs for a second, then takes me back to the editor view, which is I’m totally stuck here, for no apparent reason my unity project (which only consists of three rooms and no custom scripts) will no longer run on the oculus quest when in vr mode. To use Oculus Link (Windows only) that allows you to use Unity’s Play mode on Oculus Quest, you need to use Use Oculus Link with Meta Quest 2 or Meta Quest, and that has the following graphics card requirements (based on Rift S). I'm having an issue with getting my game from pc to the quest. And the play mode sometimes works properly, I can see the scene in Unity and in Oculus and move around, do all the stuff. Improve this answer. Hi there. 0a10. First 5 lines of stack trace: Hello! I’m building a VR game for Oculus Quest 2 with Unity 2020. ADB and Android File Transfer recognizes the Quest. But now I need a standard 1920x1080 video playing fullscreen in the HMD-device and also on the TV just as an intro for the vr-clips. Hey, so suddenly yesterday I wanted to testing something out but I wasn’t able to It just got stuck on loading in my headset but I can see on my monitor that it has already loaded. 19f] [Device: Meta Quest 3] [Using: Meta Quest Link] Fresh project (simple scene: “just falling cube with rigidbody”) when I press the button “Play” starts in 3 seconds and this is perfect, but when I turn on Oculus “XR Plug-in Management” it takes more than 20 seconds to start this super simple scene!!! How can I fix To preface, I am using Unity editor version 2021. vKrohn March 26, 2023, 9:53am 3. Reproduces on: 2019. 2. It was all working fine for months, but since yesterday when I enter play mode the scene shows up and renders at my head set, and head tracking works fine, but the hand controllers are stuck at the origin. vhlussda btx tnl lzloqo mzuijko zlh jqgf ladofcl cyva bkxuw