01-11-2021 06:27 AM
02-05-2021 08:17 AM
03-01-2021 07:22 AM
Were either of you able to solve this issue? I'm encountering it as well, and assume it is because of the warning:
LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.
I reached out to the instructor who was curious and unable to answer why this happens, and I do not think anyone has solved that. I also mention this in a No Logged In User thread, so I'd be curious if you guys get the same warning.
03-21-2021 02:01 PM - edited 03-21-2021 02:02 PM
Is there a way to file bug or tickets for this?
Either the doc or the Guardian Blueprint seems wildly outdated, the doc says
This Blueprint only works with the Oculus Rift, since it retrieves information related to the Oculus Guardian, which is only meaningful when positional tracking is available, i.e. when 6DOF (six degrees of freedom) support is provided by the product.
https://developer.oculus.com/documentation/unreal/unreal-blueprints-get-guardian-dimensions/
Hoping there is a way to get Guardian info for Quest, this is pretty fundamental info for any VR development.
03-22-2021 06:13 AM
I have the same problem. @robert.ooghe.1 I did check that thread you mentionned & solved the online connection issue (thanks for that).
03-22-2021 07:23 AM
Thanks for that info. So yes, I definitely think people should be reporting that as a bug. I will on ODH when I get a chance, hopefully if people find this thread and also do so it'll get the right visibility.
https://developer.oculus.com/documentation/tools/odh-report-a-bug/
03-24-2021 06:20 PM
I made a ticket on the 7th of march. Just got an email today that the engineering team will look into this.
03-25-2021 09:07 AM - edited 03-25-2021 09:08 AM
One interesting discovery. For the first time yesterday I managed to cook and launch my project to the Quest 2, and running it from *there* I believe I'm accessing it, as I have a debug function that now seems to be working.
04-03-2021 08:02 PM - edited 04-03-2021 08:06 PM
Same issue here, not working on Link, but worked when Launched at Quest2
05-19-2021 10:17 AM
Just chiming in that OVRManager.boundary.GetConfigured() always returns false when I'm using my Quest with Link in the Unity editor.