USB stick with OTG Adapter on Oculus Quest 2
Hi Guys, I've recently bought an Oculus Quest 2 64 GB and currently trying to watch videos on my USB Stick via Big Screen and Pigasus VR Media Player on the headset. I've got an USB-C to USB 3.0 OTG adapter which I use to connect the USB stick to the headset. I've already formatted the filetype on my USB Stick to FAT32 as I'm aware that's the only USB filetype currently supported by Oculus Quest. When I connect the USB stick to the headset via the adapter, the headset recognizes that I've connected something as I hear a sound but then I'm unable to find the USB stick on any of the apps. I've tried following instructions on the Oculus support page which states that I should find 'Connect media' on Oculus Gallery but the app is no longer available on Quest 2. Are USB sticks supported on the Quest 2 or not? If yes, what are the instructions for accessing USB storage on the Quest 2? Any guidance on this would be greatly appreciated as one of the reasons I got the headset was to watch 3D movies on the go as I thought the Quest headsets supported media playback via USB. Any help would be greatly appreciated. ThanksSolved76KViews3likes19CommentsAcoustic Ray Tracing for Unity does not make any sound
I should have done everything I should do, but my test project does not make any sound with Acoustic Ray Tracing of Meta XR Audio SDK. What are the likely solutions? The project makes sounds normally when I disable Acoustic Ray Tracing. My environment - Windows 11 - Unity 2022.3.36f1 - Visual Studio 2022 - My Unity project is a simple non-XR 3D maze What I did: (1) Installed Meta XR Audio SDK Plugin for Unity tarball into my Unity project, following "Method 2: Download via the Meta Quest Developer Center" in [1]. (2) Set up my Unity project to enable Meta XR Audio SDK, following "Unity Project Setup" in [1]. The project settings is [2]. (3) The sounds are imported into Unity by forcing them to mono [3]. (4) Enable spatialization on my AudioSource components as per "Implementation" in [4]. The resulting setting is [5]. Attached the script MetaXRAudioSource.cs to the Audio Source’s GameObject. The optional MetaXRAudioSourceExperimentalFeatures.cs is not attached. (5) Attached the sample SpatializerMixer, which is included in Meta XR Audio SDK, to the output of AudioSource components, following "Setup the Audio Mixer" in [6]. The resulting setting is [5]. (6) Added Acoustic Geometry as per [7]. Specifically, attached an MetaXRAcousticGeometry component to the parent GameObject that have various geometries like walls, floor, and ceiling as its children. "Include Child Meshes" is enabled. The resulting setting is [8]. Then baked the acoustic geometry. The baked data is generated in the file StreamingAssets/Acoustics/<scene name>/<parent GameObject name>.xrageo. (7) Added a new GameObject and attached the MetaXRAcousticMap component to it, as per [9]. The resulting setting is [10]. Then baked the acoustic map. The Unity Editor's Inspector shows the acoustic map as READY. The baked data is generated in the file StreamingAssets/Acoustics/<scene name>.xramap. (8) Played the scene in the Unity Editor, but I can hear no sound from spatialized audio. On the other hand, non-spatialized audio make sounds. However, the Unity console shows that the acoustic geometry and map are loaded successfully as follows: Found data in default location: StreamingAssets/Acoustics/Level 1.xramap ... Applying Acoustic Propagation Settings: [acoustic model = Automatic], [diffraction = True], ... Setting spatial voice limit: 64 ... Loading Geometry Maze1 from StreamingAssets C:/Unity/projects/amaze3d/Assets/StreamingAssets/Acoustics\Level 1\Maze1.xrageo ... No Meta XR Audio Room found, setting default room ... Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2022.3.36f1/Editor/Data/MonoBleedingEdge/lib/MetaXRAudioWwise ... Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2022.3.36f1/Editor/Data/MonoBleedingEdge/lib/libMetaXRAudioFMOD Meta XR Audio Native Interface initialized with Unity plugin ... Geometry Maze1, read time = 0.02320397 ... Sucessfully loaded Geometry Maze1, load time = 0.06603026 ... Simplified mesh with 3563 vertices ... References [1] Meta XR Audio SDK Plugin for Unity - Requirements and Setup https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity-req-setup/ [2] ProjectSettings/AudioManager.asset ... m_Volume: 1 Rolloff Scale: 1 Doppler Factor: 1 Default Speaker Mode: 2 m_SampleRate: 0 m_DSPBufferSize: 256 m_VirtualVoiceCount: 512 m_RealVoiceCount: 32 m_EnableOutputSuspension: 1 m_SpatializerPlugin: Meta XR Audio m_AmbisonicDecoderPlugin: Meta XR Audio m_DisableAudio: 0 m_VirtualizeEffects: 1 m_RequestedDSPBufferSize: 256 [3] <sound file name>.mp3.meta ... forceToMono: 1 ... ambisonic: 0 3D: 1 ... [4] Apply Spatialization in Unity https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity-spatialize/ [5] FPSController.prefab ... --- !u!82 &8200000 AudioSource: ... m_Enabled: 1 serializedVersion: 4 m_PlayOnAwake: 1 m_Volume: 1 m_Pitch: 1 Loop: 0 Mute: 0 Spatialize: 1 SpatializePostEffects: 0 Priority: 128 DopplerLevel: 0 MinDistance: 1 MaxDistance: 100 Pan2D: 0 rolloffMode: 2 BypassEffects: 0 BypassListenerEffects: 0 BypassReverbZones: 0 ... --- !u!114 &8500000 MonoBehaviour: ... m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: a07f270ac36c49789466c75ceb88424c, type: 3} ... enableSpatialization: 1 gainBoostDb: 10 enableAcoustics: 1 reverbSendDb: 0 [6] Apply Room Acoustics in Unity https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity-room-acoustics/ [7] Acoustic Geometry in Acoustic Ray Tracing for Unity https://developer.oculus.com/documentation/unity/meta-xr-acoustic-ray-tracing-unity-geometry/ [8] Level1.unity ... --- !u!114 &2007814857 MonoBehaviour: ... m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 46bc5ac24d7ec0348bb607bf4ed1f00d, type: 3} ... IncludeChildMeshes: 1 relativeFilePath: StreamingAssets/Acoustics/Level 1/Maze1.xrageo [9] Acoustic Maps in Acoustic Ray Tracing for Unity https://developer.oculus.com/documentation/unity/meta-xr-acoustic-ray-tracing-unity-map/ [10] Level1.unity ... --- !u!1 &2008814857 GameObject: m_ObjectHideFlags: 0 ... m_Component: - component: {fileID: 2008814859} - component: {fileID: 2008814858} m_Layer: 0 m_Name: Test Acoustic Map m_TagString: Untagged ... m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!4 &2008814859 Transform: m_ObjectHideFlags: 0 ... m_GameObject: {fileID: 2008814857} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!114 &2008814858 MonoBehaviour: m_ObjectHideFlags: 0 ... m_GameObject: {fileID: 2008814857} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: a96b764f28a53ab488bd80d19c0c167a, type: 3} ...1.9KViews0likes12CommentsStereoscopic 3D Casting Support for 3D TVs/Monitors
I’ve been thoroughly enjoying my Meta Quest 3, especially the ability to cast my VR experiences to a TV to share with others. However, I believe adding stereoscopic 3D casting (Side-by-Side or Top-Bottom) would greatly enhance the shared viewing experience for 3D-capable TVs and monitors. This feature would allow viewers to enjoy VR content in 3D, offering a deeper and more immersive experience for games, videos, and other applications that utilize depth. The technical feasibility seems within reach for the following reasons: No significant bandwidth impact: Stereoscopic 3D casting would simply involve reducing the resolution in the horizontal or vertical direction (depending on the 3D format), without adding much overhead in terms of network bandwidth. TV support isn’t a major concern: Even on non-3D TVs, Side-by-Side (SBS) or Top-Bottom (TB) 3D content is still viewable, albeit without the 3D effect. This means the feature could be available universally without causing issues for users with regular TVs. Architecture: The key challenge lies in introducing an additional casting option alongside the existing 2D output. This would require some UI/UX updates to allow users to select between casting in 2D or stereoscopic 3D. However, the stereoscopic 3D information is already being rendered in VR, so leveraging that for casting should be achievable. I believe this would be a valuable addition to the Quest experience, particularly for users who own 3D displays and want to share VR content in a more immersive way, though the side by side videos could also be enjoyed from within the headset, or those of your friends!549Views0likes0CommentsCopyright and conscientious use of 2D video in 3D transformation
I am an inventor and retired physics associate professor, so I respect copyright and always try to cite my sources of information. Am I right in considering my use of 2D video fragments I found on the Internet to be conscientious (with an indication and thanks to the author in my video description, a week after my not answered request to the author in a comment to his video on YouTube/FB about his lack of objections to such use, and disappearance of this comment) for transformation into 3D?879Views0likes0CommentsHow to create an 360 image and 3D effect?
Hi, i saw an interesting video here on how to create a 360° panorama image for VR using Photoshop. You have a kind of panorama template for orientation, on which you can draw. But how do you now create a 3D effect so that it looks like the cube is tangible in space and "sticks out" in VR headset? I have placed this image side by side and moved it slightly, but it doesn't work. That's how it's done in the VR videos, isn't it? Best regards, René779Views0likes0Comments3d animation video content sell as app
Hello, I'm working on an immersive animation in 360 stereoscopic, I intend to sell it at the oculus store, I developed an app, which basically is a main room where the user can see information about the film and choose subtitles, (English and Chinese) and another where the animation plays, everything is working perfectly, but I have several doubts. 1 - the app was developed at unity. I can put the embed video on the app. and so I believe the app will be around 8 gigs in size. what I think shouldn't be a problem. I could put the video on a private host of mine and the app stream the video on the app, is this allowed by oculus or recommended? but there if the user has a bad internet I run the risk of the user experience not being good. 2 - 2 - if it is allowed to use an external host to play my animations. how would I go about placing a purchasing system? where would a scene from unity pull other scenes with the content? 3 - I currently think about putting an animation per app. where the app would be sold. my only doubt is if i put the video in the app or the app streams the video from a private host. what oculus would recommend?1.1KViews0likes0Comments3d animation video content sell as app
Hello, I'm working on an immersive animation in 360 stereoscopic, I intend to sell it at the oculus store, I developed an app, which basically is a main room where the user can see information about the film and choose subtitles, (English and Chinese) and another where the animation plays, everything is working perfectly, but I have several doubts. 1 - the app was developed at unity. I can put the embed video on the app. and so I believe the app will be around 8 gigs in size. what I think shouldn't be a problem. I could put the video on a private host of mine and the app stream the video on the app, is this allowed by oculus or recommended? but there if the user has a bad internet I run the risk of the user experience not being good. 2 - 2 - if it is allowed to use an external host to play my animations. how would I go about placing a purchasing system? where would a scene from unity pull other scenes with the content? 3 - I currently think about putting an animation per app. where the app would be sold. my only doubt is if i put the video in the app or the app streams the video from a private host. what oculus would recommend?704Views0likes0CommentsOVR Hand grab button launches the player (without object in hand)
I've followed many videos and tutorials and fixes but none seem to fix the problem I'm experiencing. Most people have been launched back due to the object they grab colliding with the player and pushing them back, however that is not what happens in my case. Whenever I press the grab button even if there is no object in the players hand, depending how close the hand is to the player, the player will launch back. If I decrease the player controller radius, the radius the player can grab without getting launched decreases so I'm assuming it has something to do with more collision issues but I don't quiet know how to fix it. If my description wasn't good enough I can post a video on what's happening too. Thanks1.1KViews1like1CommentDevelopment from within Quest, Scene Creation - noob question
Hi, sorry that this is a noob question. I haven't had luck finding a response previously noted because I'm not really sure what to search for. I want to know if there's a way to build Unity scenes using a Quest. So, physically manipulate objects, etc., in the scene from within Unity without having to use a keyboard and mouse. Thanks!450Views0likes0Comments