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Casting issue, Unknown Sources unable to cast

bcoylebcoyle Posts: 125
Art3mis
This seems to have been an ongoing issue with Oculus headsets and casting. No explanation has been given as to why this doesn't work. Is there any way to get a private projects to cast from the headset without having to publicly publish an app? I'm finding it difficult to test projects with other users and be able to see what problems or comments they have without a visual.

Comments

  • jamesgehringerjamesgehringer Posts: 2
    NerveGear
    bcoyle said:
    This seems to have been an ongoing issue with Oculus headsets and casting. No explanation has been given as to why this doesn't work. Is there any way to get a private projects to cast from the headset without having to publicly publish an app? I'm finding it difficult to test projects with other users and be able to see what problems or comments they have without a visual.
    I am having the same issue. I would like to be able to see what a playtester is doing and be able to demo the projects for other people not playing. Is there a way to cast these or at least get the "Unkown Sources" since I know where they came from?
  • Vern_SVern_S Posts: 93
    Hiro Protagonist
    I have a training app in development and need to see what the testing subject sees. This needs to be resolved Oculus....
    Neo Technologist - XR Developer - Rift/Rift S/Quest
    Unity 3D - 3DS Max - Adobe Cloud - iClone
    MSI GT72VR 6RE Dominator Pro
  • RonnyBulletRonnyBullet Posts: 14
    NerveGear
    Already asked a couple of times (here and on Twitter) but no one seems to care
  • tvalliertvallier Posts: 5
    NerveGear
    Add me to the list of people working on an app which needs casting in order to test. 
  • bcoylebcoyle Posts: 125
    Art3mis
    I've added this as a feature request to the Quest feedback forum - https://oculus.uservoice.com/forums/921937-oculus-quest/suggestions/37878559-ability-to-cast-unknown-sources. Probably wont get as much traction as the more consumer facing issues.
  • bcoylebcoyle Posts: 125
    Art3mis
    edited June 2019
  • SpartanoidSpartanoid Posts: 6
    NerveGear
    For private apps (i.e. not for store release) casting is essential. It's difficult to direct a client around a scene when you can't see where they are. I can't see the logic in not allowing this.
  • tvalliertvallier Posts: 5
    NerveGear
    Still nothing from Oculus. In the interim, we've resorted to using this tool for wireless mirroring from a Quest to a laptop. https://github.com/Genymobile/scrcpy
  • Vern_SVern_S Posts: 93
    Hiro Protagonist
    tvallier said:
    Still nothing from Oculus. In the interim, we've resorted to using this tool for wireless mirroring from a Quest to a laptop. https://github.com/Genymobile/scrcpy
    Using the same tool here. Gets it done for testing and demos reasonably well.
    Neo Technologist - XR Developer - Rift/Rift S/Quest
    Unity 3D - 3DS Max - Adobe Cloud - iClone
    MSI GT72VR 6RE Dominator Pro
  • Northmoore-GamesNorthmoore-Games Posts: 2
    NerveGear
    We are pulling hair out client demanding to be able to view trainees on Quest. Oculus you are stopping b2b development and its potential, such a powerful tool with many applications. Let us all cast once development is ready. Happy to let you view application before being enabled, but we need this to happen.
  • wearablecomputerlabwearablecomputerlab Posts: 4
    NerveGear
    Agreed, I MUST be able to do this for presentations in research. If we need to get approved from the people at Facebook to get an approval on the license that's fine but is it possible to do it for an app still in development? this is essential for what I am doing.
  • Geist2501Geist2501 Posts: 21
    Brain Burst
    https://github.com/Genymobile/scrcpy has been mentioned before, so i assume some are uncomfortable with using it.have you guys found this guide yet:


    Easiest way to use scrcpy i think. Really no big deal. Does exactly what you ask for.




  • Vern_SVern_S Posts: 93
    Hiro Protagonist
    I am using scrcpy extensively. Only issue is audio. Still looking for a solution for that.
    Neo Technologist - XR Developer - Rift/Rift S/Quest
    Unity 3D - 3DS Max - Adobe Cloud - iClone
    MSI GT72VR 6RE Dominator Pro
  • VirtewVirtew Posts: 6 Oculus Start Member
    We need this so badly... working on a "virtual theater" project with real actors, we'll have 3-4 Quest units and we need to cast to the same amount of phones/tablet in real time, one of each paired with a Quest. This is an issue indeed since this project will always be an "unknown source"...
  • Northmoore-GamesNorthmoore-Games Posts: 2
    NerveGear
    Has anyone developer heard anything from Oculus team re-opening up Quest, just back from meeting with Omni who offer dual port so developers on Vive can work in both environments to develope for the hardware
  • VirtewVirtew Posts: 6 Oculus Start Member
    edited July 2019
    It seems it's kinda solved with the latest update! Yay!
    Still very buggy and prone to crash your headset tho... and that damn red dot in front of your eyes kills immersion badly! But that's a start at least, thanks Oculus for listening! And of course huge thanks to @NinjaGaijin for the great support too! :)
  • bcoylebcoyle Posts: 125
    Art3mis
    @Virtew you're right! Just checked with one of my unknown sources projects. It works! Thank you Oculus!
  • Vern_SVern_S Posts: 93
    Hiro Protagonist
    I tried to cast to my phone and got the cast/livestream unavailable message...
    Neo Technologist - XR Developer - Rift/Rift S/Quest
    Unity 3D - 3DS Max - Adobe Cloud - iClone
    MSI GT72VR 6RE Dominator Pro
  • bcoylebcoyle Posts: 125
    Art3mis
    @Vern_S you make sure you're on the latest update? The way I can tell is that when making guardian boundaries there's now a spray sound when creating.
  • Vern_SVern_S Posts: 93
    Hiro Protagonist
    Looks like I have not yet updated. Wish there was an update NOW function....
    Neo Technologist - XR Developer - Rift/Rift S/Quest
    Unity 3D - 3DS Max - Adobe Cloud - iClone
    MSI GT72VR 6RE Dominator Pro
  • prg.arutalaprg.arutala Posts: 1
    NerveGear
    Hello, 
    I'am using Unity and use Oculus SDK ver. 1.3.9 from assetstore unity and tried build apk from sample scene from oculus. 
    But, this still can't cast. 
    Is there any special settings that I missed?
  • LuqmanRSLuqmanRS Posts: 2
    NerveGear
    Hi guys,

    Are you sure you can cast from unknown sources? Just tried it on mine and it failed
  • aussieburgerVRaussieburgerVR Posts: 244 Oculus Start Member
    works for me (Unreal 4.23)
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