I’ve been banging my head against the wall for a while now regarding packaging UE projects onto the Oculus Quest 2
I have multiple projects. I have gone through everything I need in order to package them onto my Oculus Quest 2. I no longer run into any errors during the packaging process. The apps are successfully installed onto my Quest 2 device. However, when I run anything on my Oculus, I’m just met with an infinite loading screen (3 white dots).
I have tried to Quick Launch (by the book and on the fly) in order to see if there’s any output log message that I can troubleshoot further. But again, it goes all the way to the Run Command without error and just hangs, whilst my Oculus yet again displays the 3 white dots loading screen.
The biggest problem with this is that it’s seemingly impossible to troubleshoot? Like I have absolutely no idea why it’s doing this and I have no output log message hinted at why.
I can package and run the Base Template VR Project with nothing else in it, and it will go beyond the 3 white dots, but that’s it. Any level I custom make myself, no matter how small or large, will simply not run on the device itself… despite there being no errors and packaging onto the device successfully!!
I have tried different Oculus Quest 2 headsets, so it’s not likely a hardware issue, as well as packaged off of different PC’s.
The only thing I could find online about this was a reddit post years ago where the guy replied to his own post saying he just had to wait “upwards of 2 minutes”. I have waited over an hour before and still nothing.
Any help or suggestions would be greatly appreciated! I understand it could be a very wide range of issues, but you’d think these would’ve been picked up in the packaging process and not have made it’s way onto the device? I don’t know anymore
again - same problem here. followed many toturials but nothing works… (enabeld “start in VR” doesnt change it).
tried with or without “openXR” plugin with same resaults…
I dont even know how to start detecting the problem…
help
disable open gl es3.1 and enable vulkan
Quest uses vulkan and doesn’t really support ogl
build ASTC not multi
I use only the open xr plugin and disable oculous and steam plugs.
Did you fix this? I have the same issue year later. No idea what to do. Everything was working on 4.27, migrated to 5.1 has the 3 dots and a crash later without any errors. Either my project or VR Template, makes no difference.
No errors in log, just that game is killed without doing some cleanup. I found that the issue is with material quality settings for Android Vulkan, but don’t know why. I can now run the game, but it performs poorly.
I’ve been looking into how to fix Oculus Quest 2 home screen loading issues and here are some effective strategies:
Restart the Headset:
A simple reboot can often resolve minor glitches and errors.
Reconnect Quest 2 via Oculus App:
Account changes can disrupt connectivity, so reconnecting your headset through the Oculus App might help.
Check Oculus Service Status:
Sometimes the issue might be on Oculus’ end. Check their service status online for any outages or issues.
Consult Forums and Reddit Threads:
These platforms can be great sources for real-time updates and solutions from other users.
Factory Reset the Quest 2:
A factory reset is a more drastic measure but can effectively solve many problems. Remember, this will erase all data on the headset.
Contact Oculus Support:
If all else fails, detailed communication with Oculus Support can provide a solution.
These steps have proven to be helpful for many users facing home screen loading issues on the Oculus Quest 2. Feel free to check out my post for more details on any of these solutions!
Hi! I have the same problem, but only with Quick Launch or Project Launcher. When I click Package Project, it works fine, the .apk file includes all the cooked content and I can install it with SideQuest.
But when I want to use Quick Launch to run it on the Quest 2 immediately, the result .apk file is much smaller, and I get the infinite loading screen with the Unreal logo. If I press cancel and then run the game in Oculus Quest it works. So it’s not such a big problem but I want a Quick Launch works for faster tests.
Seems like it can’t find the cooked content for the first launch from the editor, but somehow find it when I launch from Quest.