OSC plugin and Meta Quest 3s

I have troubles with OSC and Meta Quest 3s. It seems the build with the packaged OSC plugin does not receive events from the OSC server on the LAN. Did anybody tried and succeeded in doing something similar? The events are correctly recognized when in editor, but as soon as I build the project and run the app on the Quest nothing happens anymore…

Maybe I’ll have time this weekend to test this with my Quest3. Does it work when you run your project in VR preview mode?

1 Like

Yeah, PIE works apparently… the build does not.

Couldn’t wait until the weekend :slight_smile: I’ve created a new project from the VR template and added a simple OSC setup to its level blueprint. Can confirm the Quest is receiving OSC packages from my mobile phone, at least with an Android packed built in developer configuration. It doesn’t seem to work when built in shipping configuration.

1 Like

Thanks for testing! :slight_smile:

I confirm it works in a dev build starting with the VR template project, but the issue arises when we use Meta’s Unreal-ColocationDiscoverySample … there’s something in there locking OSC!!!

I assume you have already tried with a different port, but let me try with that sample project as well.

1 Like

Just to confirm that OSC is working in the Unreal-ColocationDiscoverySample project as well. This should also work in the builts for ‘shipping’ - I just forgot that debug messages are excluded there :roll_eyes:

1 Like

Thanks again! In other words… I’m stupid! :wink: I still can’t see why it doesn’t work here… :frowning:

Edit: maybe you can share the zipped project so we can compare with ours and see what’s wrong?

How and where did you set up the OSC server, in a dedicated blueprint or the level blueprint?

The server is external on the LAN, the headsets are all clients receiving messages in our setup.

Edit: sorry, I see what you mean… the server is set up in its own actor bp.

Tried again, different ports also, direct headset ip set too, but nothing… I suspect a Meta update broke something…?

I don’t think this is related to Meta. With my testing the server was on the Quest and it received OSC data from the client on my mobile phone. What I don’t understand is that it is working when you try your with your project in PIE.

Should the OSC packets be sent to multiple Quest devices, or is it just a simple client-server connection?

Multiple Quests, 10-12 of them! :slight_smile:

The idea is to trigger events via OSC so that multiple spectators in colocation see same things happening.

I have no experience about how OSC works with multiple clients. For example, how device B is aware of OSC messages that are sent to a server that is hosted on device A?

Maybe you should consider using replication. Even if some of the data comes from an external OSC source, you could replicate this data to all other connected devices. However, one device must act as a server.

Yeah we are evaluating that fallback setup exactly right now, with a “master” headset getting input via OSC or BT keyboard and replication on other devices.

Can I DM you somehow?

I’m on several Discord servers related to Unreal Engine, just search for OrbitalZones :slight_smile:
I think it’s also possible to send DMs here in the forum.