Mikameel
Mikameel3d ago

Networking, Synced VOD Doesnt work for Quest2

works for quest 3 connected with Unity editor. I have no clue but I'm really lost. I've been debugging this for a full day now but I can't fix it. Suddenly the networking broke, while it worked before with that exact video.
8 Replies
kapa.ai
kapa.ai3d ago
Hi @Mikameel. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- I apologize, but based on the information provided in the knowledge sources, there isn't enough specific information to directly address your issue with synced VOD not working on Quest 2 while working on Quest 3 connected with Unity editor. The documents don't contain details about video synchronization or specific Quest version compatibility. However, I can offer some general troubleshooting suggestions based on common Normcore networking issues: 1. Check your Normcore app settings: Make sure you have a valid app key and matcher URL set in your NormcoreAppSettings asset. This is crucial for networking to function properly Meta Platform Prerequisites. 2. Verify Oculus platform initialization: Ensure that you're initializing the Oculus Platform SDK at runtime. This is often overlooked and can lead to various issues Meta Platform Prerequisites. 3. Check release channel access: Confirm that the Meta account used by your Quest 2 has been added to the release channel for your Oculus App ID Meta Platform Prerequisites. 4. Review RealtimeTransform components: If you're using RealtimeTransform for syncing objects, make sure they're set up correctly and ownership is being managed properly Networked Physics. 5. Examine Unity XR settings: Some Unity XR project settings can block internet connections in builds. Use the Project Validation tool to identify and fix potential issues Common Questions. If these steps don't resolve your issue, I recommend reaching out to Normcore support directly, as your specific problem with synced VOD and Quest version differences isn't covered in the provided documentation. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3d ago
<@365574199844274177> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Mikameel
MikameelOP3d ago
@Normcore Assistant It is as if, if you join later you cannot see the stream, or acces networking. while some things work and some things don;t. As if tthere is one device that is the persistent owner and that device can see the stream. But when I use paralles sync in editor, it does work streamed? So just not on a second quest device? its so weird
kapa.ai
kapa.ai3d ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- Based on the information you've provided and the knowledge sources available, I can offer some insights that might help explain the behavior you're experiencing. It seems like you're encountering issues related to ownership and persistence in Normcore. Let's break this down: 1. Ownership: In Normcore, objects can have owners, and only the owning client can make changes to the object or its child components. This could explain why one device (the "persistent owner") can see and control the stream while others can't. Ownership 2. Late joining: Normcore's datastore is designed to automatically synchronize state for clients that join late. However, if there are issues with ownership or persistence settings, this might not work as expected. Datastore 3. Persistence between sessions: Some objects can be set to persist between sessions. If your video stream object is set to persist but ownership isn't properly managed, it might cause issues for clients joining later. Persistence 4. RealtimeView ownership: The root RealtimeView of an object (like your video stream) might be set to destroyWhenOwnerLeaves by default. If this setting is changed, or if ownership is cleared, it might not be cleaned up properly when clients disconnect. Common Questions - XR To address these issues, you could try the following: 1. Check the ownership settings of your video stream object. Make sure it's not exclusively owned by the first client that joins. 2. Review the persistence settings. You might want to use the destroyWhenOwnerOrLastClientLeaves flag to control how long the video stream object persists. Lifetime Flags 3. Implement a system to request ownership of the video stream object when a new client joins, allowing them to see and interact with it. Requesting Ownership 4. Double-check that your RealtimeView and RealtimeComponent settings are correct for the video stream object. The fact that it works in the Unity editor with parallel sync but not on a second Quest device suggests there might be device-specific issues at play. Unfortunately, the provided knowledge sources don't contain specific information about streaming to Quest devices or differences between Quest 2 and Quest 3. If these suggestions don't resolve your issue, it would be best to reach out to Normcore support directly, as your specific problem with video streaming and Quest devices isn't fully covered in the provided documentation. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3d ago
<@365574199844274177> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Mikameel
MikameelOP3d ago
@Normcore Assistant it works in the unity editor and not on the quest2 it's driving me crazy
kapa.ai
kapa.ai3d ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- I understand your frustration with the issue working in the Unity editor but not on the Quest 2. Based on the information provided in the knowledge sources, I can offer some potential reasons and solutions for this discrepancy: 1. Oculus Platform Initialization: One common issue is forgetting to initialize the Oculus platform at runtime for Quest builds. This can lead to various hard-to-track bugs. Make sure you're calling Oculus.Platform.Core.Initialize() in your Quest build. The Meta XR Platform SDK includes an Entitlement Check sample that can help with this. Meta Platform Prerequisites 2. Release Channel Access: Ensure that the Meta account used by your Quest 2 has been added to the release channel for your Oculus App ID. If this isn't set up correctly, your app might quit immediately on launch due to a failed entitlement check. Meta Platform Prerequisites 3. XR Project Settings: Some Unity XR project settings can block internet connections in builds, which could explain why it works in the editor but not on the Quest 2. Use the Project Validation tool in Unity (Edit > Project Settings > XR Management > Project Validation) to identify and fix potential issues. Common Questions 4. Meta App Configuration: Double-check that you've properly set up your Meta App and configured your Unity project with the correct App ID. This is crucial for the Oculus platform features to work correctly on the Quest 2. Meta Platform Prerequisites 5. WebGL vs Native Builds: If you're using any WebGL-specific features, note that there are some differences between WebGL and native builds. For example, voice chat spatialization doesn't work on WebGL builds due to Unity's audio engine limitations. WebGL If you've checked all these points and are still experiencing issues, it might be worth reaching out to Normcore's support team or community for more specific assistance, as the problem could be related to your particular implementation or a combination of factors not covered in the provided documentation. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3d ago
<@365574199844274177> Kapa.ai is still learning and improving, please let me know how I did by reacting below.

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