360 videos on Quest 3 with Unity
Hey everyone, I'm working on a project that involves watching 360 videos using Unity, specifically targeting Quest 3. I'm looking for advice on the best practices for creating, encoding, and implementing these videos to ensure optimal performance and quality. Here are some specific questions: Video Creation: What are the recommended specifications (resolution, frame rate, etc.) for 360 videos that will be used in VR? Is there any specific camera that you would suggest (budget is not a problem at this point of the project - just checking what can be done) Implementation in Unity: What are the best practices for integrating 360 videos into a Unity project? Do you recommend specific plugins or assets? I've heard about AVPro Video and Unity's VideoPlayer, but I'm curious about which works best with Quest 3 (I'd rather use the Quest 3 SDK if there is anything to help...) General Tips: Any additional advice or resources you could share would be greatly appreciated! Thanks in advance for your help!908Views0likes0CommentsClarification on APK size limits for VR application submission
Hi, We are in the process of developing a VR app, primarily a 360-degree stereo video with a user interface for navigation and interaction. We have reviewed the application packaging requirements and noted the stipulation under VRC.Quest.Packaging, which states that "APK files must be less than 1 GB in size, but can be accompanied by multiple expansion files up to 4 GB each." Given the nature of our application, the original file size is approximately 25 GB. Even with compression techniques, we could reduce it to around 15 GB, but this still significantly exceeds the size limits outlined. We have observed that several VR games available on the store are approximately 7 GB in size. We would like to inquire whether the size limit of 1 GB for APK files and 4 GB for expansion files is a strict requirement or if there are exceptions for certain types of content such as VR movies. Additionally, are there alternative methods or recommendations for applications like ours that inherently require larger file sizes due to high-quality video content? We would greatly appreciate any guidance on how best to proceed with our app submission to ensure compliance with the store’s requirements while maintaining the quality of our VR experience. Thank you!957Views0likes0CommentsH.264 Video is unstable on Quest 3 (black screen/freezing) - No issue on Quest 2
Hello! Our team has been developing a 360 video-based app for Quest (using Unity game engine). After getting Quest 3 headsets, we've discovered evidence that video playback is unstable on the Quest 3, when we had no issues on the Quest 2 with the same APK build. Specifically, the H.264 codec is not stable on the Quest 3 and we are having issues with the video either turning black when paused (via AVPro Exoplayer Unity plugin), or not being able to resume playing after being paused (via the built-in Unity video player or Meta Quest TV app). The H.265 codec appears to work just fine, however we aren't always able to use this format and we want H.264 to work. The issues for H.264 are present both in our Unity app and also in the Meta Quest TV app, indicating this is a hardware/OS-level issue with the decoder for H.264 video only on Quest 3, and not on Quest 2. I have been able to prove this via Android Logcat error messages I have captured while playing video (see below). Below are my observations when testing video playback on the Meta Quest TV app, Unity via AVPro, and Unity via the built-in Unity video player. The below is consistent when using either 8k (7680x3840) or 5.7k (5760x2880) 2D (equirectangular) 360 video at 29.97 fps. MetaQuestSupport or Ryanality could you please pass this important information along to the appropriate engineering teams? *NOTE: I am unable to post the full information in this post because my post gets marked as spam if I do, presumably due to the long length of my post. As a workaround, I have posted the information over on the AVPro Github. Please see here for all of the full information, including Android Logcat error messages: https://github.com/RenderHeads/UnityPlugin-AVProVideo/issues/1660#issuecomment-17622449299.4KViews2likes15CommentsWhat are your future Plans for 360 Videographers
Just curious what your future plans are for 360 Video Developers like me. I have hundreds of thousands of watch time on your platform, but you keep expecting content for free. Pico pays me for content, YouTube pays me for content, but I am thousands of dollars in the hole with you from ads, Oculus Launch, and other issues. Are you ever going to value us as creators and help us like Pico or YouTube? Your response would be greatly appreciated so I can know if I will continue to upload to your platform and what I will tell other 360 developers, or if I will delete my channel from your platform. Shauna from VRGetaways Using VR Headsets to Transport you on Adventures to Beautiful Places. 肖纳历险记 shaunasadventures1@gmail.com Website ShaunasAdventures.com or www.vrgetaway.org https://creator.oculus.com/community/109816967492217/ YouTube Link https://www.youtube.com/@VRGetaway589Views0likes0CommentsOculus Browser - full screen video controls getting in the way of immersive content
I have a problem with the z-index of the fullscreen video control bar in Oculus Browser, blocking my interactions with elements 'behind' it. I am playing 360 videos in Oculus Browser in full screen and then selecting "360 video" from the dropdown menu in the video control bar, to see them in full wraparound view. What I'm actually doing is presenting a web page in 360, using the Fullscreen API - not just a video file. https://developer.mozilla.org/en-US/docs/Web/API/Fullscreen_API With the video filling the page, and some clickable hotspots overlaid on top of it. The problem is that the video control bar (with Play button, skip forwards/back and Normal/180/360 and 2D/3D options) is sitting halfway between the viewer and the video and blocking any interactions behind it. All clicks anywhere on the screen just pull up the video control bar wherever you click. What I need is for it to let me click the clickable elements behind the video control bar, but I can't. The video control bar basically creates a kind of invisible forcefield halfway between my hands/controllers and the buttons overlaid on the video. Is there anything I can do? Is there any documentation I've missed about developing for these immersive features in Oculus Browser?1.6KViews0likes0Comments360 video player stuttering after OS update
A couple of years ago I developed an app made for Quest 2, which showed some high quality 360 videos. Together with one of the latest OS updates, came some sort of graphical glitch (mainly stuttering). Specifically, it appears while the 360 videos are playing. The videos are played with a VideoPlayer that renders them on a render texture in the correct resolution. This specific render texture is used as texture for a skybox material I added to the scene. The videos are 8192x4096 and follow the Meta guidelines . I'm currently working with Unity 2022.3.3f1 , but I'm updating it soon to the latest LTS. I'm also using the settings as suggested by the Oculus Integration Plugin. Given that the issue started showing up after a Meta software update, my best guess would be that I need to update something in the quality settings, but I haven't found any solution yet. I also tried to build an older version of my app, from a year ago, when there was no stuttering, but the issue now appears also in that version. I'll be happy to share any further information and thanks in advance for the help!1.1KViews2likes0CommentsScreen Tearing while H.265 video decoding
My app plays a H.265 spherical video. However, there were many tearing noise on the screen. Tearing did not appear in a screen recoding video and tearing was also happened in case that rendering a still image as the video decoder working. However, if the video decoder was stopped, tearing was not happened . I would appreciate it if you would give me some advice. Other info: - Meta Quest 2 - Unity App ( Unity 2021.3.22f1 ) - Stand alone ( Not use Quest Link and Air Link ) - Using android.media.MediaCodec as the Video Decoder699Views2likes0Comments360 & 180 Degree Image and Video Viewing Support
I use the Quest & Rift as both a design and communication device for the projects I am working on with clients. The ability to quickly load and view 360 & 180 degree photos/videos taken outside of the headset are extremely valuable to my work and since the removal of the Oculus Gallery App I no longer have a way to do this easily. Please reconsider reintroducing the ability to intuitively import and view 360/180 content, it will make you VR headsets not only more valuable to my business but easier for me to evangelize as I work hard to get more to come to VR as a tool to support their projects.612Views0likes0CommentsAny simple way to watch Oculus VR or Youtube VR with a friend simultaneously?
Is there a simple way to watch free 360 or 180 videos with a friend? Tried the party-invite functionality but that didn't seem to work. Is there something I'm missing? Would be very appreciative if you know!Solved3.1KViews0likes4Comments