text
stringlengths 0
1.11k
|
|---|
MQDH Settings
|
To view and update MQDH settings, open MQDH. Then, in the navigation pane, select Settings. You’ll find three tabs:
|
General, for general settings, including ADB Path, Download Large Device Files, and more.
|
About tab, which provide various information, such as MQDH Version, and Terms of Service.
|
Notifications, where you can adjust your notification settings.
|
Updates
|
MQDH maintains a regular update cadence to ship new features and important bug fixes. It supports auto-update and you will be prompted to install the new release when it becomes available.
|
Next Steps
|
Once you’ve configured MQDH and the headset, these topics will help you learn more about MQDH features:
|
Debugging Tools: Learn how to use media tools cast headset display on computer, record videos, and capture screenshots.
|
Create Custom Commands: Customize commands that are a combination of multiple ADB commands or unique shortcuts for repetitive tasks.
|
Performance and Metrics: Capture real-time performance graph and information.
|
Package Manager: One-stop-shop to download all the necessary Meta Quest SDKs and tools.
|
Deploy Build on Headset: Drag and drop .APK file from computer to MQDH to install it on your headset, or upload to the developer dashboard.Use Meta Quest Link for App Development
|
Unity
|
All-In-One VR
|
PC VR
|
Quest
|
The platform for which this article is written (Unity) does not match your preferred platform (Nativa).
|
Haz clic aquí para ver la página del índice de la documentación para tu plataforma de preferencia.
|
Meta Quest Link helps you decrease your iteration time by launching the app you develop in Unity or Unreal directly in the Editor when you click Play(►). This eliminates the need to build the app on PC and deploy it to a Meta Quest headset every time you test your app during development.
|
This topic:
|
Outlines Meta Quest Link as a developer tool.
|
References resources for Link setup and basic usage.
|
Discusses useful settings and troubleshooting practices while testing your apps over Link.
|
Link is compatible with Meta Quest 2 and Meta Quest Pro headsets.
|
Cable
|
The Meta Quest Link cable is a fiber-optic cable accessory. It connects your PC to your Meta Quest headset over Link and provides 5m (~16ft) of play range. For product details and specs, see Link Cable and Where to purchase Meta Quest Link.
|
Alternatively to using Meta Quest Link cable, you can connect your PC to your headset over Link by using a high-quality USB cable. For an optimal and comfortable experience, we recommend using a USB-C to USB-C cable with proven performance and length of at least 3m (~10ft).
|
D-Link VR Air Bridge wireless adapter
|
Besides cable, you also have the option to use a wireless adapter that creates a dedicated Wi-Fi network between your Meta Quest headset and your PC. For more information, read D-Link VR Air Bridge.
|
Limitations of Meta Quest Link as a developer tool
|
Use Meta Quest Link for development purposes only. Keep in mind that:
|
Released apps on Meta Quest Store don’t have access to development/experimental features, even if these features are enabled in Link settings.
|
Important: To make sure all features work as intended prior to releasing to the Meta Quest Store, you must check your app on device first.
|
The visual appearance and performance characteristics of an app running over Link may differ from running it on a Meta Quest headset.
|
Link requirements, setup, and basic usage
|
To confirm your environment meets compatibility requirements, see Requirements to use Meta Quest Link.
|
To use Link, you must download and install the Oculus App.
|
For setup and basic usage, read Use Quest Link with Meta Quest headsets.
|
Settings for development over Link and troubleshooting steps
|
Note: Before getting started, you must sign in to your developer account in the Oculus App and in your Meta Quest headset.
|
Open the Oculus App on your desktop and make sure you have the following settings.
|
Step 1. Activate OpenXR Runtime
|
Go to Settings > General.
|
Next to OpenXR Runtime, select Set Oculus as active. If active, it’ll be grayed out.
|
Set Oculus as active
|
Step 2. Toggle on Developer Runtime Features
|
While on Oculus App, go to Settings > Beta.
|
Ensure Developer Runtime Features option is toggled on.
|
Developer Runtime Features
|
Step 3. Ensure feature support over Link
|
Assume that you want to test over Link an app that supports passthrough, eye tracking, and natural face expressions.
|
While on Oculus App, go to Settings > Beta.
|
Ensure over Link support for these features is toggled on.
|
Important: The toggles of the features appear only after you toggle on Developer Runtime Features. The complete flow is the following:
|
Settings Beta
|
After you toggle any of these features, read the dialog box. In the example below, the dialogue box is asking for consent of eye tracking. Click Turn On if you consent.
|
Dialog Box
|
Note: Similar dialog boxes may appear when you turn on other features, such as face tracking.
|
If your Unity or Unreal project is already open, restart the Editor after enabling the toggles.
|
Step 4. Ensure proper cable connection
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.