ERR_CLEARTEXT_NOT_PERMITTED
Hi. I'm working with Unreal Engine 5.3 and Meta Quest 3. I'm having the following error message when using a web browser within UE5 and connecting to an HTTP url. ERR_CLEARTEXT_NOT_PERMITTED Do you know how can I enable the use of cleartext http traffic? Is it somewhere in the MetaXR Plugin or MetaXRPlatform plugin or would it be somewhere in UE5 Settings or do I need to modify some AndroidManifest.xml somewhere? I found that someone asked something related here: https://communityforums.atmeta.com/t5/Quest-Development/Having-issue-with-setting-Cleartext-HTTP-traffic-for-development/m-p/777427/highlight/true Also found some info for Android development here: https://www.repeato.app/how-to-resolve-cleartext-http-traffic-not-permitted-error-in-android-8-and-above/ Any help would be greatly appreciated!Solved500Views0likes1CommentWhich AR glasses to buy for research with LLMs and Raw data
Hello there, I'm writing you because, together with a group of PhD and Master's students at my university, we are exploring the development of new mobile or web-based applications that can interface with the Meta Ray-Ban or Aria smart glasses via SDK. Our goal is to test our own vision-language models (VLLMs) accessing directly the raw data streams—specifically video and audio—from the glasses and providing contextualized responses through the device’s built-in speakers using our own LLMs. We are particularly interested in whether it is possible to develop a mobile app or even getting access through a web browser that can: Collect and transmit raw sensor data (video/audio) Send processed responses back to the glasses Use Bluetooth or an Android mobile app (possibly via XRCore or Unity) as the communication bridge If this is feasible, could you kindly advise: Which smart glasses model(s) you recommend for this type of development. We want to buy some few glasses to start with What plugins, SDKs, or frameworks would be most suitable We appreciate your guidance and thank you in advance for your support. Best regards, Luis F.25Views0likes0CommentsMetahuman crashes Unreal Engine in VR Preview for Quest 3
Hello, Maybe someone had this problem with metahuman and have found a solution? 1. I have a scene that is working on Quest3 build and also in VR Preview mode. 2. I've downloaded and added metahuman I've created. 3. I've enabled all the necessary plugins and compiled shaders. 4. I've dragged downloaded metahuman blueprint into the scene. 5. I'm running VR Preview and then Unreal Engine crashes* *When i package game for Quest3 and run from device it works. EDIT: I'm using UE 5.3.2 and MetaXR v60 Last log entries [2023.12.29-10.11.28:819][277]LogOnline: OSS: Created online subsystem instance for: :Context_2 [2023.12.29-10.11.28:859][277]LogSlate: New Slate User Created. Platform User Id 8, User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:862][277]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:889][277]vr.PixelDensity = "1" [2023.12.29-10.11.28:894][277]PIE: Server logged in [2023.12.29-10.11.28:896][277]PIE: Play in editor total start time 0,422 seconds. [2023.12.29-10.11.28:899][277]LogWindows: WindowsPlatformFeatures enabled [2023.12.29-10.11.28:948][277]LogRenderer: Warning: Resizing VR buffer to 4128 by 2240 [2023.12.29-10.11.28:960][277]LogHMD: Allocating Oculus 4128 x 2240 depth rendertarget swapchain [2023.12.29-10.11.29:011][277]LogWindows: Error: appError called: Assertion failed: !EnumHasAnyFlags(TextureDesc.Flags, ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::ResolveTargetable) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp] [Line: 529] [2023.12.29-10.11.29:011][277]LogWindows: Windows GetLastError: The operation completed successfully. (0) callstack from crash: UnrealEditor_D3D12RHI UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I'll try to install debugging symbols for engine and test again5KViews0likes4CommentsSecondary profiles allow outgoing android calls
Hello meta, is it possible to modify the restrictions new secondary accounts are created? By default, secondary accounts are created with the following type on the underlying android. Type: android.os.usertype.full.SECONDARY This group has the following restrictions. Restrictions: no_record_audio no_sms no_run_in_background no_outgoing_calls Why are this restrictions on secondary profiles? When users use whatsapp on their secondary account and start calls, an error from android app "phonecalls" appears with "only emergency calls available" This restriction is on android, when secondary accounts have this restrictions. Its possible to change, but why is it set by default?759Views0likes1CommentGet info about Hardware conected in oculus Quest head set
Hey nice to meet you, actually im doing some experiments with a oculus Quest 3 and i wonder if i can get a list of each hardware conected vía Bluetooth and the Port c of the head set, this with code c# in unity. That Is possible ?437Views0likes0CommentsUnity app doesn't track predictions correctly
I have an app that is in Unity that is supposed to track my Predictions(ms) but it just displays zero on my headset. Here is my code below: csharp using UnityEngine; using TMPro; public class GetPredAmount : MonoBehaviour { public TMP_Text textComponent; void Start() { } void Update() { var metrics = OVRMetricsToolSDK.Instance.GetLatestMetricsSnapshot(); if (metrics != null && metrics.HasValue) { textComponent.text = metrics.Value.average_prediction_milliseconds.ToString(); } else { textComponent.text = "Metrics not available"; } } } I am using the OVR Metrics Tool unity package535Views0likes0CommentsConverting PWA App into Meta Quest APP
I have launched a Progressive Web App (PWA) for my website priceupdate.com.pk. Then, using PWABuilder, I converted my app into an Android APP and launched the same on the Android Play Store which is live now. I also came across an option on PWABuilder to convert my PWA app into Meta Quest's App. Has anyone done so? Are there any live apps that have been converted from PWA?634Views0likes0CommentsClarification 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!1KViews0likes0Comments