Running 2020.2.5f1 with the new XR toolkit. I have an Oculus Quest plugged in via Link but when I hit Play the game does not load in the headset. I have the Quest checked as a Target Device in the XR Settings, XRRig in the scene with input mapped. Are there any additional settings that need to be addressed?
Hey!
Try also add oculus in Desktop XR settings,
and make sure you the Quest is entered in "oculus link ", which is rift system runs on the Quest.
Like Sab_Rango said above, you need to enable the Oculus provider in the PC, Mac & Linux Standalone settings in Edit > Project Settings > XR Plug-in Management. Also enable Initialize XR on Startup in that same settings screen. If you are using OpenXR instead of Oculus, you may need to change the OpenXR Runtime (Editor Instance Only) value to use Oculus if your system default is another provider.
Then in the Quest, enable Ouclus Link in the settings screen.
Thank you Chris, you solve my problem
I had this problem on Quest 3 while using the Meta SDK and fixed it by making sure (in my case) Oculus was selected under the Plug-in providers in both the Android and Windows settings tabs.
Solved my problem, thanks GCSVR
It seems like OpenXR plugin has problems with Meta XR Core SDK 60.0.
I’m also using Link and I’m currently at a point where controllers are disabled on startup when using OpenXR (even with Meta Feature Set on). Head Tracking works.
Thank you. That worked for me.
I have same problem while using Meta XR Core SDK 60.0.
I selected both: Oculus in desktop/android and Initialize XR on Startup.
Oculus is at right USB Port, cable is fabric. It has been working previously.
Now I have blured view at my oculus with waiting icon. No additional cameras at Scene. I made new project and used recommended fixes from Oculus → Tools → Project setup tools
Still trying to figure it out.
FIXED
Okay. After open editor again it shows 3 errors.
- Camera Rig object: look for Insight Passthrough and turn it off
- At Right and Left: Go to Camera Rig → child: Interaction → child: Hand Tracking → Left/RightHand → Left/Right Grab → Visuals → HandGrabVisual : add Synthetic Hand script for both hands.
I had the same problem. Allowing unknown sources and setting meta quest link is active in the Oculus app solved my problem.
For anyone looking at this from the future, I also solved this by turning “Allow Unknown Sources” off and then back on again.
failed to set developer mode on start, It showing like this what to do
OMG thank you! This seems to have finally helped me get link running almost 100% reliably.
Also, make sure Mock Runtime isn’t enabled in feature groups
For me what worked was going to the Meta Quest Link app in the Desktop, then Settings → General → OpenXR Runtime, then I just pressed Set Meta Quest Link as act…
For the XR Unity setup I only left as Oculus, not sure if this is necessary though.
I noticed i have the same problem and Oculus was not enabled on Windows settings. I try to tick on it but it doest work and throws some errors, sometimes even crashes. Can someone help me fix Unity play using Link for my passthrough app on Quest?
I get the following warnings/errors:
- XR Plug-in Management error. Failure reason: Error installing package com.unity.xr.oculus. Package installation timed out. Check Package Manager UI to see if the package is installed and/or retry your operation. Check if there are any other errors in the console and make sure they are corrected before trying again. UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
- Asset Packages/com.meta.xr.sdk.audio/Runtime/Plugins/Android/libs/arm64-v8a has no meta file, but it’s in an immutable folder. The asset will be ignored.