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I am developing an application for Oculus Quest 2 that converts audio into text, but I have encountered some issues. I tried using the SpeechRecognition API on a web page, but it doesn't seem to be compatible with the Oculus browser. I also tried installing Chrome, but that didn’t work either. I’ve explored alternatives like Vosk and PocketSphinx, but I haven't had success with them so far. My question is: is there any API or framework compatible with Oculus Quest 2 that would allow me to perform voice-to-text transcription? Any recommendations or guidance would be greatly appreciated. Thank you in advance for your help!
Hi everyone!I’m creating an app for controlling a physical robot through a Meta Quest 2, and after trying to connect to one of the cameras using the web browser, I got an “ERR_NETWORK_ACCESS_DENIED”. The browser says that the connection was probably blocked by a firewall or antivirus software, but I can connect to the camera using my laptop or mobile without any problem. Also, I got errors using Wolvic and an app that I’m developing, so everything seems like Quest 2 is blocking the connection. Is there any way to deal with this error?Quest version is v72 and the URL for accessing the camera has the following shape: 'http://'+robot ip+':9500/vid'Thank you in advance.
Hi there, I am very new to VR and have limited programming experience so I am hoping to get pointed in the correct direction!I desire to take a google chrome webpage that has a video feed (of a stitched panoramic video) and open this in a meta quest 3 headset. I am unsure what the best language or software to pursue for this task would be. I have seen forums on WebXR, Unity, and UnReal capabilities that all seem like they could accomplish this task but I am wondering if there are existing documentation or examples that could point me in the right direction.The added goal would be to take the panoramic video and make it so that it wraps around the user in the VR headset so they could look around instead of just seeing a 2D video. Thanks for the help!
I want an object's rigid body kinematic to go false and use gravity to go true when the object is grabbed. I used a script but it not working can u suggest what I could do? how can i access onGrab and OnRelease events?
We have an unpublished Quest (App Lab) app which we're trying to share with some testers. We added their emails to the RC channel, but they never received an email invite. Any email I add immediately goes to Subscribed Users instead of Pending, but they are unable to find the app in the store. We actually tried this with 2 different apps and had the same result. The only users who this does work for are those that are members of our org on the dashboard (the developers). They don't receive the email, but are able to see the app in their library. Am I doing something wrong, or are invites broken?
Greetings from Türkiye. We have a request from VR game developers. We want Turkish language for games. As Turkish gamers, we want Turkish language from developers for Quest and PCVR games. Thanks to everyone in advance.
I'm trying to create a web application (for PC) that will display the screencasting from Oculus Quest. I don't want to create any native application for oculus to catch the stream, so I tried 2 approaches:Create a webpage for Oculus with screencasting option and then using webrtc stream it to the browser on PC - but this doesn't work I cannot get the screen stream - Oculus browser (based on Android Browser) doesn't support Screen Capture API - Use Oculus Casting (this which works with oculus.com/casting or mobile Oculus application). Still, I cannot find any API documentation for that. I've tried to check how the oculus page works - it uses the webrtc under the hood, but when I tried to use the webrtc offer taken from graph.oculus.com/graphql - I get the following error:ERROR Error: Uncaught (in promise): InvalidAccessError: Failed to execute 'setRemoteDescription' on 'RTCPeerConnection': Failed to set remote offer sdp: Called with SDP without DTLS fingerprint.
When trying to upload a game to Applab i get an error saying "Android Target SDK version is 34, but should be 32 or lower (targetSdkVersion in AndroidManifest.xml)." im not sure what that means. Does anyone have a solution or can anyone help me?
There are a number of "setter methods" for SceneObject, but I am not finding where the corresponding "getter methods" are.e.g. getName(), getPosition(), getRotation(), isVisible(), etc...
Hi guys, I'm using the Meta Quest Pro on Unity. In my project, I want to recreate the real room using Meta's prefabs, MRUK, and EffectMesh to visualize the components.When using Meta Quest Link, the headset correctly generates the configured room with Room Scan, but when running in standalone mode, it only creates the prefabs.Does anyone know how to fix this?
On the host we can query the position and orientation of the head as follows:fun getHeadPose(): Pose { val head = Query.where { has(AvatarAttachment.id) } .eval() .filter { it.isLocal() && it.getComponent<AvatarAttachment>().type == "head" } .first() return head.getComponent<Transform>().transform }In a material shader we can get the position of the left and right eye via the uniforms:g_ViewUniform.eyeCenter0 and g_ViewUniform.eyeCenter1But is there either...* ....a way to get the position of the head in the shader (short of passing it as a uniform attribute every frame)?or* ... a way to get the position (or relative position) of the left and right eye on the host?
I'd like to see an easy to understand sample using colocation. Not a bloated example with no documentation (that already exists) . I already know about this: https://github.com/oculus-samples/Unreal-CoLocationHS And I can compile it using oculus fork of unreal engine but it doesn't share anchors, you can't see each other and the client can't see the menu to spawn boxes, the buttons make no sense because there is no documentation (if there is then where is it?? WHAT IS PT? ), The top button to find colocation always goes red and doesn't do anything.... So it's basically useless to me. Finding any info on how to do this is next to impossible unless you get lucky. I search colocation and nothing comes up. Also the example that uses photon is way too complicated. Bloated. No documentation. No guides, no tutorials. Unless you have the guides and tutorials hidden somewhere. its a pain to find any info. This is so annoying.
Hello everyone!I’m reaching out as I’m at my wits end.The short version is that my app has a hard FPS limit of 72, and so far I’ve been unable to change this.Here’s the long version.I’ve updated to 5.3.2, have the newest v62 Meta XR and Meta platform Plugins.I’ve set it all up with the help of this guide:https://dev.epicgames.com/community/learning/tutorials/3Vx6/unreal-engine-5-3-2-for-meta-quest-vrBut packaging was only successful after applying this fix:communityforums.atmeta.com – 15 Jul 23 Now the app packages and runs on quest, but this is where my issue comes into play.The main reason for migrating my project to 5.3.2 was to access the get and set Display Frequency functions.These however, do not seem to work.I’ve been at it for a long time, but my app, once packaged, has the limit of 72 FPS.It would doubtlessly run higher, but it is capped. Before I resubmit it was requested to increase it to 80, but my every attempt has failed.Any ideas would be greatly appreciated!
Das Überladen der Lithium Ionen Akkus ist schlecht für die Lebensdauer bzw für die Kapazität.Smartphone Hersteller wie Samsung haben eine Option, sodass bei 85% der Ladevorgang gestoppt wird.Das dient dazu, dass die Langlebigkeit des Akkus gewährleistet wird und man den Akku /Smartphone ) über Nacht oder stundenlang afk am Ladegerät lassen kann, ohne dass es zu Beeinträchtigung der Lebensdauer kommt. Kann Meta bitte für die VR Brillen (hier Quest 3) bitte ebenfalls in einem Softwareupdate einfügen, dass Batterien auf Wunsch nur bis 85% geladen werden? Vielen Dank
Hey, just wondering if anyone else has run into this extremely weird Unreal installer issue on Quest: we're using Unreal 5.3, Quest 3 headsets, and running the stock "Install_[ProjectName]-Android-Shipping-arm64.bat" script for a locally packaged shipping build no longer installs successfully on the Quest 3 headset unless the headset is on, and has controllers active. Development and Test installations finish fine, active or inactive, it's just the Shipping build configuration with this issue. Shipping builds used to install fine when the headset was inactive, so it seems like this was introduced at some point with a recent OS update (or possibly something to do with AFS, since the old installers just used adb push, not an AFS server to push the OBB). Here's the output when trying to install to the Quest 3 when it's not active: Trying to start file server [packagename] Did not find a bind listener ERROR: Unable to connect to [device id] There was an error installing the
Hello ,I need to fix camera position while using positional tracking. Maybe you wonder why don't I disable positional tracking and just use 3Dof. Beacuse if I disable positional tracking nearby areas look blurry - likely caused by depth percepition. I tried to recenter on lateupdate vs. , but couldnt find a way.Is it possible guys?
For real, why there is no Recenter API provided?Not all users can use the controllers, press buttons or do any hand gestures...Meta, why don't you allow developers to create experiences that will not frustrate users?Your system is not perfect, your tracking gets lost, your hand tracking recenter gesture glitches. And then what happens? You have a confused user.... And why? Because you don't let us help you!People think that VR is too dificult, but you are making it harder... think about that...If you search for Recenter in this forum alone you will find so many users complaining about it, why you don't care?Why say you are investigating something? Why just keep lying or worst, not carying...Yes, I am quite frustrated...
After the forced update of the Oculus device, the function that used to scan the space and create actors such as tables as if they were tables in the real space does not work properly. I used a plugin before it was integrated with MRUK, and the plugin that used to work properly does not work after the device update. The newly applied MRUK also does not work properly after the space scan. As a result of debugging, it is failing to get RoomData. The space capture was done well.
I am trying to submit an app to App Lab but I can't see where to select App Lab as the target platform. In the Dashboard, when I select "Create New App", the only two options I see are: -Meta Horizon Store-Link PC VRIf I select Meta Horizon Store, then the target platform of the app shows as Quest (Store). Looking at the documentation, when you select Create New App there should be an option for App Lab, in the screen shots it shows as "Quest (App Lab)" . Where can I find this option? Does something have to be enabled or is there a different dashboard for App Lab vs the Quest?
Hello everyone, I need help with the drop event in the Meta Interaction SDK. I've been using the "Interaction SDK Samples for Unreal Engine" to learn about grabbing mechanics. I found that the grab event uses the Grab Transformer Event, but I couldn't find a corresponding drop event. I tried using the Cancel Grab Event, but it didn’t work as expected. If anyone has experience with this or knows a solution, I would greatly appreciate your help. Thank you!
I see in the Custom Component Starter Sample the execute() method fetches the head pose as follows:var headPose: Pose = getScene()!!.getViewPose()I assume this returns the position of the head sensor on the device in the current world coordinate system. Is there a way to fetch the positions/poses of the left and right eye relative to the head position?Follow up: is it possible to have different transforms in the ECS components depending on which eye is being rendered?
Hello, i have been working on this mixed reality project for 6 months now, and while I was learning and advancing with other things, suddenly depth and occlusions started to crash my application. I thought its project specific, but I additionally tested on another PC, another quest 3 headset and also occlusion sample and phanto, all crashes if I start depth (soon) and occlusions (instantly). Anybody having issues with run anything with occlusions? I mostly use link to develop, but also have built apk of my project, I have even tried from scratch on mixed reality template, but all fails with depth / occlusion.So I don't know how to discard guess about link version or os version (v72 stable channel)?Also I get crash in editor sometimes if switching to vulkan as suggested by meta xr project manager. I am using oculus source built for couple of months because of soft occlusions.It seems I either hit a combination of project settings to crash the application or I'm going crazy 🙂
Hello, Meta team!We would like to suggest the creation of a dedicated server for Brazil on your virtual reality platform. As you know, Brazil has a growing community of VR enthusiasts, with many people investing in high-end equipment like the Oculus Quest, Rift, and other state-of-the-art virtual reality headsets. However, despite the immense potential of the Brazilian market, we are facing some challenges due to the lack of a local server.Easier Purchases and Transactions:By creating a Brazilian server, the shopping experience would be much more accessible. Many people in Brazil face difficulties purchasing products due to currency conversion fees and payment methods that are not always in line with local realities. Payments in Brazilian Real, along with popular payment systems like boleto bancário, national credit cards, or digital wallets, would make buying equipment and games much easier and faster for Brazilians.Additionally, product delivery could be streamlined with distribution
Please Please !!!!!!!!!!! add the Chile to be supported country under Meta....
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