Quest 2's "Go LIVE To YouTube" Feature Not Working
So recently I've seen that in the Camera, there's now an option to go live on YouTube and see your chat while you stream. I've tried to use this feature, but every time I do it always says "something went wrong". (for the record I use OBS studio and stream the oculus.com/casting window. WHAT I'VE TRIED: - Going live on OBS then casting - Starting a scheduled live If someone could please tell me what I'm doing wrong I would appreciate any help.13KViews6likes37CommentsSide By Side Recording / Raw image recording
Hello there, I have a few questions regarding recording videos on Oculus Quest 3. In the headset itself, there is no "both eyes" option. It's available in Meta Quest Developer Hub PC app, however. Can I somehow set it on the headset itself so when I start "Record Video" from Camera app, it would record both eyes? When I set "both eyes" in developer hub, there's no option to record audio. What's the deal here? How can I record both eyes and audio? The video with both eyes has images slanted, which I think also cuts away some of the image. What's the deal with that, why make it slanted? Can I set side-by-side without rotated images? 4. when recording on the headset, mic has agressive noise suppression, making environment sounds completely cut off. Can I turn this off?6.6KViews0likes3CommentsMeta Quest 3 Recording Area is Too High
I am having trouble with the Meta Quest 3 while recording, streaming, and even casting videos. The video area appears very high. I have to look down to show the lower part of the view. i even tried to casting on phone, TV, PC (web base) and LIVE streaming. its all the same view, its too high. Edit : i already tried reset the headset twice. and the problem is still there. i leave a video for you to see the different. i use scrcpy to record in pc. Link Video : https://youtu.be/YC3VWx03MBM
Solved5.8KViews7likes11CommentsHow to access Quest 3's camera image (or passthrough image) directly within the Unity app
In developing the app using Unity with Oculus Quest3, we want to get the camera image of Quest 3 within the Unity app and recognize specific objects in that image. 1) Is there any way to get the camera image of Oculus Quest 3, or have direct access to the passthrough image ? 2) There is a feature in Quest 3 that captures the current Mixed Reality Screen and I would like to implement that feature directly within the Unity app. Is there an API on the app that can capture the screen of a Quest 3 camera(or passthrough) and if not currently, is there a plan to support it in the future? Your advice and help are appreciated.2.6KViews0likes1CommentDisplay external camera image into Oculus Quest 2 View
I want to create an Augmented Reality project for Oculus Quest 2 which as far as I know, can't be done via passthrough API since I need to get information from what the user is seeing and preffer to have full color display. I have few questions about how to approach this. I want to capture image from that camera, add things in a pc to the image and then stream with as small latency as possible the finished image to the oculus quest 2, do you have any idea how I could do that? Specifically the "stream with as small latency as possible the finished image to the oculus quest 2" since I want to make it look real time like2.2KViews0likes0CommentsQuest 2 calibration with external camera and access to guardian coordinates
I am working on the calibration of the Quest 2 with a physical camera. I would like to better understand how the Quest 2 establishes the coordinates of its 3D space in relation to the guardian and especially how it either re-establishes or changes this when it is turned off, sleeps or goes outside of the guardian? Is there a system 'translation vector' that could be read and used to realign local 3D space with the updated Quest 2 3D space? If not, I am interested in learning how to establish a relationship with or get access to some fixed coordinate in the guardian space such that a translation vector could be calculated. Any input on this would be appreciated. I have not been able to find reference details on this via a search - could someone point me in the right direction? If it needs context, then it would be relative to Unity. I have developed for other platforms but am new to development for the Quest 2 / Unity.2.1KViews0likes1Comment[Feature Request] Visual acuity filter for meta quest 3 ???
Hello everyone and especially the people who are in charge of the technical development of the Quest 3, We're developing a non-commercial application for visually impaired people. The goal is to obtain the image representation in the quest 3 as the real image of the visually impaired person. Through this application that person can show and and let his employer experience what his real visual limitations are. The app is almost done but there is one big hurdle we can't cross. We can't figure out how we can create a visual acuity filter for the quest 3, one that is adjustable to the degree of the person in question. We don't have access to camera software or have the possibility to do in post-processing. We desperately need some help and advice. This application has a noble purpose, your help will be a great help to thousands of visually impaired people around the word !!! Many thanks in advance, Bart.🙏1.7KViews4likes3CommentsRecommended camera for streaming feed to oculus quest 2 (so I can play with my dog remotely)
Hey, I'm currently in the process of making an application to control a webcam and laser pointer, attached to two servo motors and raspberry pi. My goal is to stream the feed of the webcam to my oculus quest 2 so that I can play with my dog using the headset once I go back to University in September. Molly (my dog) has gotten used to me being around the house whilst school was online this past year, and now that I'm leaving she's going to be stuck at home alone whilst my mum and brother are out of the house. I figured I'd learn about VR development whilst providing some utility for her so she doesn't lose her mind next year. Unfortunately, all the cameras I have found so far are very expensive, and I can't really afford them at the moment as a student. If anyone could point me towards a camera setup that is relatively inexpensive I'd really appreciate it. I'm located in Alberta, Canada btw. Thanks for your time if you got this far! - Vic1.6KViews0likes0CommentsEmpty third sensor position with OVRManager.tracker.GetPose(2)
TL;DL: With 3 sensors, OVRManager.tracker.GetPose(id) works OK for the first and second sensors (ids 0 and 1), but returns (0,0,0) for the third sensor (id 2). Hello! I'm working on an app that uses each sensor position, and it works correctly for the two first trackers, but not for the third one. OVRManager.tracker.count does return 3. OVRManager.tracker.GetPresent(id) does return true to ids 0, 1 and 2 (and false to id 3, as there's only 3 connected sensors). OVRManager.tracker.GetPoseValid(id) does return true to ids 0, 1 and 2 (and false to id 3). OVRManager.tracker.GetPose(id) returns valid positions and orientations to ids 0 and 1, but empty values for ids 2 and 3 (it should return valid values for id 2). "Empty values" being position (0, 0, 0) and rotation (0, 180, 0). Here is an output example: trackers count: 3 ------ id: 0 | present: True | poseValid: True id: 0 | position: (0.9854, 1.8364, 0.5153) id: 0 | rotation: (15.8191, 233.1839, 1.3493) ------ id: 1 | present: True | poseValid: True id: 1 | position: (-1.7348, 1.6925, -1.0900) id: 1 | rotation: (359.7148, 67.5559, 0.3881) ------ id: 2 | present: True | poseValid: True id: 2 | position: (0.0000, 0.0000, 0.0000) id: 2 | rotation: (0.0000, 180.0000, 0.0000) ------ id: 3 | present: False | poseValid: False id: 3 | position: (0.0000, 0.0000, 0.0000) id: 3 | rotation: (0.0000, 180.0000, 0.0000) Is this a bug, or am I doing something wrong? Thank you.1.5KViews0likes4Comments