Oculus Link and Unity

Today I set up my Oculus Link (some setup issues, but following the instructions to reset Oculus, update, quit Beta), everything worked. Then I created a project in Unity, had it run and … it worked perfectly. No more generating APKS, downloading … Thanks Oculus.

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Lovely

Lovely! Where did u get the cable?

I bought a quality USB 3.0 cable in a local store in my country and a extension (16 feet) on Amazon.

Interesting… I’m also able to connect with the Oculus Link, can see virtual desktop through the windows app and all… but, hitting play in Unity with any of the scenes in the Oculus Asset Store package does not work. I still get:

Virtual Reality SDK Oculus failed to initialize.
Will attempt to enable None instead.

Any tips appreciated

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Also the same issue here as @dakomz

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Did you checked this?

Interesting - can we switch out of the legacy XR stuff and use the new XR Management plugin?

I got things to work with legacy but haven’t been able to use the new system on the last attempt.

Does it work with the Oculus Asset Store Integration too? (e.g. to get LaserPointer, Camera, etc.)

With the new XR Management plugin, along with the XR Integration Toolkit there are integrated many of the features of Oculus Integration, therefore you cannot use both at the same time due to incompatibilities. But the XR has all the assets you need to start and get going (teleport, camera, hands, laser/pointer, grab etc). AND XR is multiplatform where Oculus integrations works only for Oculus plattforms.

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I have tried everything!

  • Setting up a new project
  • Running latest 2019.2.21f
  • Disabled and enabled everything again

Still not able to run Oculus Link at all. So I’m getting the Oculus Rift home in my Quest. Communiation seems fine between the the Quest and Windows. How come the play button just plays the game inside of Unity then? I’m getting the following errors:

Virtual Reality SDK Oculus failed to initialize.
Will attempt to enable Oculus instead.

Virtual Reality SDK Oculus failed to initialize.
Will attempt to enable None instead.

This is getting really frustrating, some more info would have been nice rather than “I failed, i’m gonna go now bye”. Everytime I’m setting up the oculus for VR development I’m getting baffled by the state of it.

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I feel your pain @Mazzeman … even when I got it working, when I switched back and forth between legacy and new setup it stopped working. And I mean really back and forth - undid all my changes.

How do I know I really got back to the original state?

Well a day later - I guess after reboot of the machine, it suddenly started working again.

I’m guessing maybe the Oculus desktop software updated itself too maybe? I dunno.

Definitely feels like this whole route isn’t undergoing proper QA somewhere

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Try with 2019.3.X.Xf I’m currently using 2019.3.0.6f and it worked flawless for me and for both my team members as well (obviously on three different pc’s).

Well I just underwent a reboot after a fresh installation and guess what. It started working throws chair at window

However now I’m facing a weird issue. Whenever I start playing and the headset is in “sleep” mode, Unity crashes.,
If I have my headset on and then press play the game executes in the headset. Anyone facing similar issues?

@Follet
I’ll give 2019.3.X.Xf a try! thanks :slight_smile:

okay - so I started a new fresh project and brought in just the XR stuff including the XR Interaction Toolkit.

It works :slight_smile:

Tip to anyone else who might be struggling, remember to add Oculus loader plugin for the Desktop deployment too! (after all, we’re hitting play from the Editor on Desktop…). This was mentioned above but I had previously missed it and suppose others might too

I’m using Unity 2019.3.1f1, I’ve added the Oculus loader plugin for both Windows and Android – and I’m sitting at the Home in Oculus link – I can build and run the .apk just fine, but when I hit run, I see:
“Unable to start Oculus XR Plugin.”
“Failed to load display subsystem.”
“Failed to load input subsystem.”

All from OculusLoader.cs (lines 110, 115, and 120 respectively).

I’ve installed the Oculus Android (2.38.6) package and the Oculus Desktop (2.38.4) package in package manager, along with Oculus XR Plugin (1.1.5).

I’m sitting at the home in Oculus link, I have the Oculus app open, in Settings I’ve enabled untrusted sources… but like… Unity isn’t even trying to launch it in my headset.

@BrainSlugs83 Suggestion: start with a new, empty project and follow the steps at

Then remember to set the Oculus Loader Plugin for Desktop as well as Android (e.g. at around 4:30 into that video - change the tab at the top to Desktop, like what @Follet suggested here: Oculus Link and Unity