I just jumped into VR train with my first mindblowing headset Oculus Quest 2. I have started testing my Threejs projects and seeking for the best production workflows. If anyone could point me into the relevant resources that would be fab.
One of the first basic questions is: how can I open any debugging console to see all the errors without connecting the headset to PC.
Shall I install Android SDK and create hardware link or there is another way to do that? I do not find Firefox Reality documentation helpful.
AFAIK, this is not possible. You have to connect the VR device via USB to your computer. You can then use remote debugging with Chrome to open the (remote) dev console of Oculus browser.
You also have to enable USB debugging for Oculus Quest via the Oculus app.
I wrote StatsVR so you didn’t need to take your headset of when trying to debug.
It doesn’t show the console output, but you can set custom properties and see them.
eg, you want to see the current value of myProperty
statsVR.setCustom1("myProperty = " + myProperty)
I’ve never tried it with oculus quest, so I cant provide any warranty of being fit for any particular purpose.
You could use try catch in your code and then setCustom1 to be the error message.
I also tried and could not get debugging to work on Quest as it is outline on the Oculus documentation. I had write some JS for the console content to appear as a dom overlay element to see logs/warning/errors. Typically I have to use Rift+Firefox for debugging webXR.
You need also enable developers mode on Oculus via app on your other phone (it is so confusing), which is also tricky because before you need to create the Organization in your Oculus developer account (sic!).
Then it is so confusing when you need look into your headset and then on the PC screen. This workflow is somehow too complex for my brain. Finally I was able to see what is going on with my broken website.