Open BattleAxeVR opened 1 year ago
The runtime error happens on Quest 1 as well as Link / AirLink on Quest 2 or Pro. Quest 2 & Pro work in standalone mode.
Fixed in latest beta oculus app build, thanks Meta! This really unblocks me to use it for waist-oriented locomotion in my game and various apps.
https://twitter.com/BattleAxeVR/status/1595102656527491072/photo/1
Tested to confirm it also works on Quest 1 and Pro.
I reopened this because you can't use it on PC without being a developer which is unnecessary and unacceptable, makes it impossible to ship PC VR games that rely on it.
I reopened this because you can't use it on PC without being a developer which is unnecessary and unacceptable, makes it impossible to ship PC VR games that rely on it.
Hi BattleAxeVR, I've got the same problem that I cannot use oculus link on pc to enable meta's movement sdk. so you say that "you can't use it on PC without being a developer",how can I be a developer? or where to enable dev mode? on oculus quest2? or on oculus link app? or register on meta as a oculus developer? thanks a lot.
I reopened this because you can't use it on PC without being a developer which is unnecessary and unacceptable, makes it impossible to ship PC VR games that rely on it.
Hi BattleAxeVR, I've got the same problem that I cannot use oculus link on pc to enable meta's movement sdk. so you say that "you can't use it on PC without being a developer",how can I be a developer? or where to enable dev mode? on oculus quest2? or on oculus link app? or register on meta as a oculus developer? thanks a lot.
This is all you need on the PC side for the body tracking, hand tracking to work over Link/AirLink through OpenXR:
On the Quest side, building and deploying APKs and such usually requires dev mode to be enabled on your Meta Quest mobile app, and you have to allow untrusted sources in the headset somewhere too. Then in Apps -> Unknown sources you'll see the app show up after pushing it using Android Studio or SideQuest or ADB commands.
Good luck! This demo works both on PC over Link/AirLink (with developer features turned on), but NOT through SteamVR. Also make sure your current OpenXR runtime is the Oculus one.
To enable that dev feature may require a Meta developer account, I can't remember but I think it does. Which sucks from a user standpoint, no doubt. But it's free, even though it requires a few minutes of extra setup time that most people probably would rather avoid. Still, it's worth it to be able to use all the features on your headset. This is fine for native PC OpenXR apps like this one, but for Unity, you can only use the developer mode features here in non-shipping builds, so that's an extra blocker that gets in the way.
@BattleAxeVR Thanks a lot for your reply! I use it on Unreal and test that on android shpping version with dev mode open and it work's fine. now I will try it on pc. I'd agree that it's sucks from a user standpoint. Mabe Meta just do not wan't people use PCVR.
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Relevant issue reported in Oculus samples repo:
https://github.com/oculus-samples/Unity-Movement/issues/2
A runtime error returned by xrLocateBodyJointsFB here when running this sample over Link / AirLink, it seems to be not supported by the Meta compositor at this time:
https://github.com/BattleAxeVR/OpenXR-SDK-Source/blob/42b78bdcb96adc27b7516b015e051d67830a6e7b/src/tests/hello_xr/openxr_program.cpp#L1432