Other VR Development
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my OBB doesnt seem to exist at all anymore. I cant load mods into it, give anything access to it, i cant even sideload anything that needs to be in the OBB. i cant even open and read my obb anymore. anyone have an answer? this just started happening for no reason.
Hi everybody !22/02/24 - My son and me are developing a tool which 'll be used to tame the effects of stress. This project is constructed in exchanges whith a searcher in neuro-cognition.We're looking to utylise some Text To Speech ; and in fact the TTS from Google does not work on quest ("2" and "3"). Our ecosystem is Godot. Is somebody have an idea to help us ?..Best regards, and thanks by advanceSerge / France
hey guys so i’m building a project for uni , a real estate marketplace where u can inspect properties through VR , any advice for tools i can use to build and implement this feature ? any advice would be helpful.
I am developing an WebXR AR (Argumented Reality) App and would like to start it via the Quest Link Connection in the Browser to harness the PCs rendering power.The WebXR app works in VR mode but doesn't allow me to open in the AR mode. I enabled the Passthrough option in the Beta Settings in the Quest Link App. The AR works without the Quest Link.Is this supposed to work?I am using the Quest 3 Headset (newest software, updated my PC, updated the drivers everything, tried to restart everything multiple times)
I have native app on android. I am working in the Android Studion ans use Android SDK. I don't connect oculuse quest native library. I have two problem. First - I can't change windows size on Oculus. I want the user to be able to drag a corner of the application and change the window size. I learned information about AndroidManifest Manifest -><uses-feature android:glEsVersion="0x00030001" /><application... android:resizeableActivity="true"... > <meta-data android:name="com.oculus.intent.category.VR" android:value="vr_only"/> <meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2|cambria"/><activity.... android:resizeableActivity="true" android:screenOrientation="landscape>....Theme -> <style ..... parent="Theme.Material3.DayNight.NoActionBar"> <item name="android:windowFullscreen">true</item> <item name="android:windowNoTitle">true</item></style>My applicatio
Hi, I don't know if anyone has had any similar experiences, but I wanted to just have a little play with superimposing some text over the top of the passthrough mode on the quest 2 using web xr.I tried to use the examples from here: Mixed Reality Support in Meta Quest Browser | Oculus Developers My quest is on version 51 PTC software and I find the passthrough mode and text is only visible if your head is in exactly one position. If you move your head the screen goes completely black. My code is: <html> <head> <script src="https://aframe.io/releases/1.3.0/aframe.min.js"></script> <script src="https://mixedreality.mozilla.org/webxr-polyfill/build/webxr-polyfill.js"></script> </head> <body> <a-scene xrweb="arMode: true"> <a-text value="test" color="black" position="0 1.5 -2" background-color="white"></a-text> <a-camera></a-camera> <script> // Get the
Hi, I have a project where I'm streaming a live source to an animated canvas texture (using A-Frame WebXR). The texture animates in 'flat' view in the Meta Browser, but freezes upon entering full immersive mode.I'm not sure of the cause, but would like to ask the dev team to please consider a fix for this for the official Quest browser.Thank you for all your work on this great technology.
Can I connect the HDMI connection of the Oculus Rift DK2 to the camera and the USB (power) to a non-PC power source to project the real-time video from the camera onto the display?
Hi! I had a few people on my applab so they could upload their games to applab since I verified but then today everyone was removed and I was wondering if I could contact Meta to get access back. If I can then please could you reply with the contact email and stuff? Thank You!
Hi everyone, watching and reading into Meta Connect 2023 it sounds like lots of the SDKs - particularly in the presence platform and for designing custom controller haptics - are only supporting Unity (and sometimes Unreal). However, we've been building our game on a custom game engine for Meta Quest.Will we be able to integrate these Meta SDKs with our custom engine?
I find Google Earth VR really interesting but thought its functionality could be improved. Imagine plotting a route between two points and then "walking" that route without the point and click that jumps between photos. The main issue being the speed of loading of each scene as you move. This could be harnessed when using a treadmill or exercise bike to take long walks anywhere you wanted. I though that if photos could be loaded into a local depository then shown in a linear fashion at a controlled or variable speed (that can be stopped when an interesting view appears) then the impression of moving in VR/Google earth would work so much better without the slow loading of separate images - almost like a moving video or a flyover at street view level.So, I asked ChatGPT the following:"Create a sub-routine for the Google Earth VR open source programme using python to allow a user to map a route from a point A to a point B and store the individual photographs between these two points in fo
Hello, I am creating this forum today to bring the team to the attention of a developer on the applab platform that breaks several content guidelines (with proof from the developer himself in form of screenshots relating to the game) I was directed by a meta employee to come to the developer section for this report. Below are information of things this developer has done both in his community, what he allows with his game, and proof of it, each section references a file I will not post publicly on this forum, if a member of the Meta support team requests the files I will gladly give them privately. I have also been made aware his oculus username is: Mind-Kraft , he has also been known to go as PacBot and Zoop. 1.png: shows information of the developer himself allowing for Hate speech, harmful stereotypes, or the promotion or incitement of violence against individuals or groups based on protected characteristics. We don’t allow content that attacks people based on race, ethnic
Does anyone know how I can install a security certificate on the Quest 2 headset? I know it's possible using MDM software like ArborXR but I wanted to know if anyone knew how to do it manually?
I'm unable to upload the first release build of my game in Oculus Developer Hub. There's a generic error with no further user feedback on why and what I can do about it. These are the steps I followed:1. Download most recent version of ODH (2.7.0)2. Correctly set up the manifest (as explained on https://developer.oculus.com/resources/publish-mobile-manifest/)3. Create build of my game in the game engine I use (Godot).4. Upload build in ODH (or via the OVR platform utility, see my reply on TonyVT).
The documentation says that FFR doesn't work when rendering to a non-main framebuffer. And with multiview, once again, rendering takes place in an intermediate texture array in a separate frame.It turns out that with multiview I immediately lose the advantages of FFR?
#Program Description#I'm developing an android application that runs on oculus quest devices The program is opened in a non vr mode. The initial interface is a non vr mode interface (activityA, which is described as the interface below), and then it jumps from this interface to another interface (activityB) in the vr mode.activityA ---- Common interface of non_vr mode, initial interfaceactivityB ------ vr mode interface#Problem description#This process can run normally before the upgrade of the quest system version;After upgrading the system, when activityA jumps to activityB, activityB cannot be opened in the vr mode in the quest device, but is displayed as a square interface with a black screen.#Code design#<meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" />According to my task requirements, I put this configuration code under the activity tab of activityB to ensure that activityB is in the vr mode and not under the appli
Looking for a group of developers who are working on projects in Meta's next headset, "Meta Quest Pro". Would love to exchange ideas, talk challenges and gain new insights from other developers creating projects in Meta's next headset. Thanks!
Hi guys, I'm developing three js application (for those who don't know three js is web 3d framework with support for web xr, vr, ar...) and react js. Everything works fine on oculus but I need to have this application in offline mode (without access for native functionality, just simple 3d preview) for android itself apache cordova works nice for this, but oculus and his vr core are different level. Do you have some experience with something like this? I also tried react native, but there is always some evil I had to defeat before even application running. React VR demo was totally not working...
Spatial Anchors are great, but alignment to real world things is annoying. We would love to be able to use markers from the real world, like back in the old days of VR where there would be codes on the wall/ceiling/floor. AprilTags or Aruco Markers, preferrably the former. We would envision having 2 or 3 in a space and that would completely solve the spatial anchor setup scenario. We'd also be open to more exotic things like support for looking for a cluster of IR LEDs embedded in a table. Is support for real world markers in the roadmap?
A) Would it be possible for there to be an arrangement where an Occulus Quest 2 could run Java software using secure WIFI from a PC, seprately from itself, to support the full capabilities of an Occulus Quest 2 unit, without having to install any Java software on the Occulus unit itself, to have things work? I am hoping to run a custom Java OpenJDK through WIFI from a PC Server to facilitate a VR interactive world, either for one user in one world instance, or multiple Occulus Quest 2 users simultaneously in one world instance. It would be ideal if I didn't need two custom JREs, one for the PC and one for the Occulus unit. What do the experts there think? B) What PC software language driver bindings are available to take information to and from the hand controllers, the Occulus Display, and haptic feedback and PC language software? Is there Java Support, particularly along the lines I have stated in A), and if not, could such Java Software support be brought into
How do I script it so that only script assignees can grab a specific object?eg: 1) I have an arena clash map where I want only one team colour to be able to grab an object
Hi, I'm trying to detect the vibration of my rift cv1, controllers (the right one) with an Arduino Uno over Bluetooth so it can in turn activate a solenoid. I need help with communicating between the rift and Arduino. Thanks.
I choose the wrong option.. What i mean is that: when i connected my quest to my pc to install a program it gave m 3 options to do with the connection: Allow | Dont Show again | No , guess what i choose.. Dont show again. How do
Hi there . I would like to have a chat with the team of development
Hi, I looked around on the forum but couldn't find an answer, so my question is: Is there an API / equivalent I can use to get real-time sensor data from the headset, for instance in Python? Thanks!
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