Oculus Quest + editor tips?

It feels bit difficult to quickly iterate (edit, play, stop… repeat) with Quest:

  • controllers often start vibrating for a long time (+5 seconds or more), not sure why, how to disable vibrate? preferably completely while developing?
  • “left controller not found”-blocks view (usually i don’t need left controller), is there a way to disable that warning?
  • guardian not found (i know you can disable guardian from settings, but it seems to come back after every reboot?)
  • tracking puts me into some different location (until i look around or restart play), i guess cannot do much, depends on the room detection…
  • sometimes controllers are not moving in the world, they seem to be like oculus go 3dof mode? (they rotate correctly, but not moving)
  • some other issue that i forgot right now…

(i’m using steamvr plugin in the project, and quest with oculus link)

any tips?

Try changing tracking hz in settings on device. Because that sounds like a device thing more than a Unity thing (and I’ve and a while doing this). Do you have dim lighting? That will screw it every time.

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oh i see, i’ll test.

Noticed that the vibration comes from steamvr haptic feedback (probably if controllers are get tracked inside some object). and cannot disable that (unless fix the code i guess)
https://github.com/ValveSoftware/steamvr_unity_plugin/issues/483

Be sure to build your codebase up from scratch using Unity .XR as OVR stuff on asset store will die and rot. It’s already deprecated according to Oculus who is herding people to the XR namespace.

Once there you can find a nice API (if initially a little alien to work with because it doesn’t make assumptions about what devices are) and do haptics or whatever with reliability.

I don’t and haven’t had most of your problems so I think it might be the tracking inside out and the env you’re in.

Vibrating controllers with SteamVR is because your controllers are colliding with your player. Set up your collision matrix so it won’t do that anymore.

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some new info/notes:

  • can disable tracking in Quest settings (so then its instantly usable, without waiting to get tracked. good for: if just want to see how things look or shoot with controller, since you are just sitting anyways)
  • annoyance: steamvr “hijacks” computer audio into quest speaks every now and then (when you just want to keep regular speakers on)
  • tracking worked fine for 20 minutes, then started breaking, restarted device and unity… and now player is tracked 1m lower then before.*googling for quest tracking issues, seems like others are having it also
  • protip: put some glove inside headset to keep it running on the table, and then you can play with controllers from your monitor! (good for testing hand interactions)

and that is how tracking disabled looks, so that issue was due to room tracking then.

You can disable standby, I think. It will drain battery, but when you have it cabled, you wouldn’t need to worry. It will lead to more stable tracking and you don’t need your glove solution :slight_smile:
Disabling guardian permanently is supposed to be able with the enterprise edition of the quest which comes at a higher price and a annual service fee.

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there is way to increase resolution now,
https://forums.oculusvr.com/community/discussion/83561/oculus-link-resolution-with-v12

looks like that tool has option to disable proximity sensor also,
5286222--530187--upload_2019-12-16_8-55-37.png

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