Looking for 3d CAD files of Meta Quest 3 Controller.
Hi everyone, I'm Felix from Haply Robotics. We specialize in creating haptic force feedback technology that brings a tangible sense of touch to VR experiences. Our work is all about pushing the boundaries of what's possible in virtual reality, and you can see some of our projects at Haply.co. We’ve had great success in integrating our tech with the Meta Quest 2 controllers by designing an adapter to connect the controller to our robot. I was pretty annoying to use the mesh models to do a good job at this. We are now trying to do the same for the Meta Quest 3. To make this happen, we're in need of the surface or solid models of the Quest 3 controllers, anything usable in CAD, so no mesh ideally. This would significantly accelerate our design process and ensure seamless compatibility with the latest Quest technology. I’m reaching out to this community in hopes of connecting with someone from Meta who can assist us with this or someone who could share those files. If anyone can point me in the right direction or provide the contact of someone who can help, it would be greatly appreciated. Thanks for reading, and I’m looking forward to any guidance or connections you can offer! Felix2.6KViews0likes2CommentsRequest for Enhanced Audio Routing Controls with External Microphones on Meta Quest
Hello Meta Team, I’m reaching out to request improvements in audio routing control for the Meta Quest, especially when using external USB-C microphones. Currently, the Quest OS automatically routes both audio input and output through the USB-C port when an external microphone is connected. This setup unfortunately limits flexibility, as audio playback through the device’s internal speakers is disabled, which contrasts with the more granular audio routing available on many Android smartphones. Use Case and Rationale: This limitation impacts a wide range of VR use cases, such as: Recording and Streaming: Many creators and developers require the ability to record or stream with an external microphone while still using the Quest’s built-in speakers for monitoring or providing immersive soundscapes. Accessibility and Communication: Granular audio routing control could greatly benefit users with specific accessibility needs or those using VR for social applications, where communicating through an external microphone and hearing output via speakers would enhance the experience. Application Flexibility: Several VR and AR applications rely on custom audio setups that would benefit from per-device audio control, similar to standard Android settings where users can select preferred input and output sources individually. Feature Suggestions: To enhance audio routing control, I’d like to suggest the following features: Option to Separate Input/Output Routing: Allow users to select audio input (e.g., an external mic) and output (e.g., internal speakers) independently, akin to Android’s audio settings. Persistent Device Preference: Provide a setting to enable/disable automatic audio routing to USB-C devices upon connection, similar to the “Disable USB audio routing” option on Android. In-App Routing Controls: Ideally, allow apps to query and set audio routing preferences directly, enabling custom audio experiences within VR applications. I believe that these enhancements would not only improve accessibility but also expand the creative and practical applications of the Quest headset. This type of control is becoming increasingly essential as more users integrate VR into production, education, and social environments. Thank you for considering this request. If there’s any way to provide feedback or be part of testing new audio features, I’d be happy to participate!347Views2likes0CommentsMaking Quest 3 discoverable through local network
I'm trying to use a multicast dns library (zeroconf protocol) to register the quest 3 device in the local network. I've tried the following methods in Unity: Importing this library: https://github.com/jdomnitz/net-mdns; seems to work on the editor when hitting the play button, but not when building the app on the quest 3. So I thought maybe it was that the library not being compatible with Android, so I implemented this other library as a java plugin: https://github.com/jmdns/jmdns. This plugin seems to execute correctly looking the logcat, but it wont publish the service even though I don't get any errors, using this code: public void startService(String serviceType, String serviceName, int port, String serviceDescription) { try { InetAddress address = InetAddress.getLocalHost(); jmDNS = JmDNS.create(address); ServiceInfo serviceInfo = ServiceInfo.create(serviceType, serviceName, port, serviceDescription); jmDNS.registerService(serviceInfo); // This line logs with the correct information but the service doesn't show up Log.d("JmDNSPlugin", "Service Started: " + serviceName + " with type: " + serviceType + "; port: " + port + "; description: " + serviceDescription); } catch (IOException e) { Log.e("JmDNSPlugin", "Error starting service: " + e.getMessage()); e.printStackTrace(); } } I'm not sure if it is a permission thing. I have the following manifest code: <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.oculus.intent.category.VR" /> </intent-filter> <meta-data android:name="com.oculus.vr.focusaware" android:value="true" /> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> <meta-data android:name="com.oculus.handtracking.frequency" android:value="HIGH" /> <meta-data android:name="com.oculus.handtracking.version" android:value="V2.0" /> <meta-data android:name="com.oculus.ossplash.background" android:value="black" /> <meta-data android:name="com.oculus.supportedDevices" android:value="eureka" /> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> <uses-feature android:name="oculus.software.handtracking" android:required="false" /> <uses-permission android:name="com.oculus.permission.HAND_TRACKING" /> <uses-permission android:name="com.oculus.permission.USE_ANCHOR_API" /> <uses-permission android:name="com.oculus.permission.IMPORT_EXPORT_IOT_MAP_DATA" /> <uses-feature android:name="com.oculus.feature.PASSTHROUGH" android:required="false" /> <uses-permission android:name="com.oculus.permission.USE_SCENE" /> <uses-feature android:name="android.hardware.wifi" android:required="true" /> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.CHANGE_NETWORK_STATE" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" /> <uses-permission android:name="android.permission.ACCESS_WIFI_STATE" /> <uses-permission android:name="android.permission.CHANGE_WIFI_STATE" /> <uses-permission android:name="android.permission.CHANGE_WIFI_MULTICAST_STATE" /> <uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" /> </manifest> I think that this line <uses-permission android:name="android.permission.CHANGE_WIFI_MULTICAST_STATE" /> should do the trick but it doesn't seem to work either. So I'm out of ideas, I would really appreciate any help I can get, Thank you in advance.Solved1.3KViews0likes1CommentI need more space to move - how to deactivate the limitation
Hello together. I'm experimenting with a training app in MR with the Quest 3. I use an authoring app for this, I'm not a real programmer who can write code... 🙈 My problem is, I want to project a real sized helicopter onto an empty landing pad or into the hanger in MR. However, the limitation of the range of motion is so small that I cannot walk around the entire helicopter or move far away to position the helicopter correctly as a 3D object (because for this, i have to stand outside of the "box" of the helicopter). I need space of around of 100m². I found instructions on how to deactivate the field limitations (boundary) in developer mode, but this option seems no longer available (developer mode is active). Is there any way to deactivate the field limit on Quest 3?290Views0likes0CommentsDetect batteries and haptic suits only in android with Unity.
I am currently experimenting with the Oculus Quest implementation package and Unity. I have some questions regarding the following points: All my game and data retrieval methods run on Android on my Quest 3. I would like to find out during gameplay which devices are connected to the USB-C port (the only port it has) and also via Bluetooth. By devices, I mainly mean batteries and haptic suits. For example, I want to know which batteries are being used when they are connected to my quest headset, and in case a user connects a haptic suit to the Quest 3, I also want to know in-game which haptic suit is being used.681Views0likes2CommentsMQDH not adding new device
I've been trying to add my Meta Quest 2 to the MQDH app all day. I have my Quest 3 added (stays in the office, where the Quest 2 is mine and stays at home). I've managed to get t othe end off the "Set up new device" process where it says it was a success, but no new device is ever listed on the Device Manager. The quest 2 also does not show up in the Unity Run Device list. I'm unsure how to proceed, as I'm given no errors or warnings, it says it all went correctly and successfully added. I've tried restarting the headset, the laptop and the app. Should also note, that the final stage where it prompts me to accept the USB-access request, that I don't actually get a USB access request in the headset. Additionally when I connect via USB for Quest Link, the Desktop view of the laptop is a black screen.460Views0likes0CommentsSuggestion: Allow apps to request permission to access camera feed(s)
The developer blog says: "We built Passthrough API with privacy in mind. Apps that use Passthrough API cannot access, view, or store images or videos of your physical environment from the Oculus Quest 2 sensors. This means raw images from device sensors are processed on-device." That's all well and good, but what if an application has a legitimate reason to need access to that data? I can think of several such use cases: A camera app for taking pictures/recording video in 3D Mixed reality experiences that implement computer vision algorithms to react to things in the real world A more advanced version of Waltz of the Wizard's mixed reality sandbox that allows changes to be made to objects in the real world (well, at least how they're displayed in the headset 😉) using image processing filters Trippy effects that go beyond the pre-existing filters in the SDK I'm sure there are many others as well. From my understanding, none of these use cases are currently possible on the Quest, even though there's no reason they shouldn't be with the hardware that's present. I couldn't even code it for my own experimentation unless I find some way to root the headset, which is annoying as I spent $1,500 on a Quest Pro and shouldn't be prevented from using its hardware as I please. So what I recommend is adding an API for accessing this raw image data, which would of course only work if the user grants permission to the app. Apps can already do this on smartphones with no issues, so I don't see how the Quest would be any different. The Oculus Store, of course, can also set policies as necessary, such as requiring apps to keep the image data on device whenever possible, and to never send it to a remote server without the user explicitly giving permission. I'd have posted this in the SDK Feedback section, but for some reason it says I'm not allowed to start a thread there, so I'm posting it here instead.10KViews30likes17CommentsQuest3 World Coordinate System
I created a demo scene to obtain the coordinate position of Quest3 itself, as seen in the picture, but I found a problem. I put on Quest3, facing A, B, and C directions respectively. After turning on and drawing the boundary, the Z-axis and X-axis directions obtained each time are different. I feel that it is determined by the coordinate positioning system of Quest3 itself. Can anyone explain the principle of Quest3 positioning the world coordinate system? thanks1.5KViews0likes3CommentsScale seems off on Quest 3
Hi guys, Grabbed a Quest 3, downloaded my game from app lab and the scale of everything seems about 20% bigger. Most noticeable on the hands for obvious reasons but it seems to be the entire game. Its lik the overall world scale is now wrong. Has anybody seen this on their own titles or heard of this? Thanks for any help or advice. Dave2.2KViews3likes2Comments