Browser Extension 4 Xbox Controller?
Hi all, wouldn't it be nice to use a controller within the (IMHO) already great browser? So we can use JS content with it? Like, the "Internet Arcade"... Shouldn't Meta add a chrome add-on like "Gamepad to Keyboard Mapper" to its chromium browser? Or is there a workaraound to archieve this? Cheers, Christian37Views0likes0Comments360° XR panorama platform - testers wanted
I´ve been developing a 360° XR panorama platform to upload, view and share 360° panoramas. You can try it here: https://360.insidethesimulation.net. It´s still in development, so please share your feedback with me via email (martin@insidethesimulation.net) if possible. It supports: - 360° equirectangular panoramas up to 16k resolution - stereoscopic panoramas - favorites and likes - counting views - easy uploading without account (panorama will be deleted after 24 hours) - VR menu to switch panoramas - works on any WebXR headset including Quest 3, 2, 1, Oculus Go, Pico and Vision ProSolved290Views0likes5CommentsSupport of SELECT HTML tags broken in browser
It seems that the support of Select HTML tags is broken in latest versions of browser (problem detected on OS v79, browser v40.1). When user clicks on a Select control, the browser briefly displays the list associated to the control but it immediately disappears. The issue can be reproduced with many different websites (e.g. https://www.w3schools.com/tags/tryit.asp?filename=tryhtml_optgroup , https://developer.mozilla.org/en-US/docs/Web/HTML/Reference/Elements/select )Solved121Views0likes6CommentsERR_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!Solved533Views0likes1CommentWhich 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.33Views0likes0CommentsMeta Quest Browser file input fails with some file extensions
While developing a web app with three.js, I noticed an unexpected behavior of Meta Quest Browser: if I choose a .glb model file with a <input type="file"> tag, and try to access it in javascript, the browser does not allow access to the file if I manually change the extension to .png, it works. Disabling safe navigation in browser's settings does not solve the problem. The problem occur only on Meta Quest Browser: Chrome on Windows and Android behave as expected. This is the code handling file input: const fileInput = document.getElementById('file') as HTMLInputElement fileInput.addEventListener('change', (e) => loadModel((e.target as HTMLInputElement).files![0])) function loadModel(file: File) { const url = URL.createObjectURL(file) const loader = new GLTFLoader() loader.load( url, function ( gltf ) { scene.add( gltf.scene ); console.log('Model loaded') }, undefined, function ( error ) { console.error( error ); } ); } And this is the console error I get when accessing file with .glb extension GET blob:https://192.168.1.161:5500/83bfd355-2cf6-4714-bda7-3c6cf3331c58 net::ERR_ACCESS_DENIED 200 (OK) load @ three.module.js:41933 load @ GLTFLoader.js:222 loadModel @ index.ts:58 (anonymous) @ index.ts:52 Uncaught (in promise) TypeError: network error Promise.then (async) readData @ three.module.js:41973 start @ three.module.js:41969 (anonymous) @ three.module.js:41966 Promise.then (async) load @ three.module.js:41934 load @ GLTFLoader.js:222 loadModel @ index.ts:58 (anonymous) @ index.ts:52 I set up a sample web app to reproduce the problem: https://fornaeffe.github.io/vr-playground/ source code here: https://github.com/fornaeffe/vr-playground/tree/visorr-upload-bug Other details of the problem explained here: https://stackoverflow.com/questions/77068404/model-loaders-work-in-chrome-but-not-in-meta-quest-2-browser-when-using-file-in and here: https://discourse.threejs.org/t/gltfloader-works-in-chrome-but-not-in-meta-quest-2-browser/558031.3KViews0likes1CommentMeta Quest Browser & BabylonJS = Slow FPS
I'm trying learn about WebXR and I'm finding that my library of choice isn't playing well in the Meta Browswer, locking at about 30 FPS. Now, I see 60 FPS on the desktop with Chrome and I know that's because Chrome is locked in a vsync. I can pass Chrome some parameters to unlock the FPS limiting. At that point, I'm seeing around 500 fps. Chrome works great with Link, but I'm looking to work with the native Meta Browser inside the Quest. I've found other engines, such as the Wonderland Engine, demonstrates 72 FPS in the Quest with their app Escape Artists (https://esc.art). A-Frame applications show up in the browser at 90 FPS. So my question is, is there some sort of parameter or command the WebGL lib should be passing to the browser to speed it up? Or, is this likely to be some sort of bug in BabylonJS that is locking it to 30 FPS and the browser doesn't have any sort of artificial rate limiting?698Views0likes0CommentsOculus Browser - Problem receiving/posting web requests
Hi, we have an vr app that is embed on a web app that loads data from a node-express API. Since the start of this week, more precisely on tuesday, the default quest 2 browser stopped to handle the data from http requests to our API. We can't login, load courses list on website or fetch any data from API inside the WebXR application embedded on the site. Monday was working well, the next day (in a very bad lucky day that we presented the product to the client), nothing works. Works well on alternative web browser, like Wolvic.489Views0likes0Commentsmarketplace has no feelings
What would happen if all Facebook users could feel more united to their website, making it different but not so different from a conventional profile but with editable sections, so that users can design, distribute and categorize each and every aspect.528Views0likes0Comments