Suggestion: 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.10KViews30likes17CommentsBring back Switch View to curve all windows!!!
Why did Switch View option disappeared and instead we have useless Theatre Mode that allow only one window to be curved at the same time. Flat screens are horrible in vr, who came up with this change? Or add ALL windows to be allowed in Theatre Mode and each be curved/flat and positioned wherever we want. Currently it's horrible.793Views7likes2CommentsDisable guardian at runtime in Mixed Reality Apps (Unity)
Hi! I'm in the process of creating a mixed reality app that integrates both passthrough functionality and the Scene API. Despite conducting a full room scan and navigating around, the guardian system continues to restrict the app. I'm searching for a way to programmatically deactivate the guardian system, either in Unreal or Unity. Considering that Meta's "First Encounter" demo doesn't encounter these boundary issues, I'm convinced there must be a way to resolve this. Thank u!7KViews7likes14CommentsHand Tracking menu ruins game play
The first thing people do with hand tracking is look at their hands. The second thing they do is touch their fingers. Then Quest shuts down the game; because that's the hand gesture Meta chose as an 'escape' key. I encourage players to see/feel their hands in the experience because it is so much more enjoyable and immersive. Literally the entire point of mixed reality. This menu punishes all that fun with a distracting, overly sensitive button that apparently cannot be disabled. But can it be delayed? Ideally, the icon would not appear until after touching (and holding) thumb/finger together for 2 seconds, then become active (similar to holding controller's menu button down to reset view). I understand Quest "needs" an escape gesture, but not if it constantly interrupts everything. Anyone else dealing with this? Found another solution or workaround?2KViews5likes6CommentsMapping entire house rather than single room
I don't have a massive house, but have found it rather annoying having to remap every time I use the Meta Quest 3 in a different room. Is it possible to either have multiple boundary's (as it often will recognise if you are in the same one) that you can label as such, or even be able to map your entire house with the room scan feature (including upstairs) in one go that you then can be free to move around? Would open up possibilities to mixed reality apps as well.2KViews4likes0CommentsCustomized Tracked Keyboard
Hello All, I frequently use the Quest 2 for productivity, and while the black-and-white passthrough is just fine for keyboards, I would much prefer the tracked option. However - and I am sure I am not alone in this - I am an avid mechanical keyboard enthusiast, so none of the supported tracked keyboards are even close to what I am using. Are there any development resources available to create tracked keyboard packages for the Quest 2? I cannot find any reference material on the subject, only instructions for connecting supported keyboards. Thanks, Alex670Views4likes0CommentsHow to access camera image on SDK 56 ?
Hi, Can we access to camera of headset in our application ? How we can perform this ? For developping a mixed reality application for one of our clients, we etudying the possibility to track an object in space by using some visual markers in real world to match position of a virtual replication of this objects in the simulation (it's an medical simulation). But I didn't see any entries in documentation that mention the possibility to access cameras to apply our image computing algorithm. I see trougth this forum that's camera access was blocked for privacy reasons, but I wonder if with the releasing of Meta Quest 3 headset this rules could be changed ? I see we could use shared spatial anchors instead, but in case of my client have to setup his experience in differents rooms, it's not way quicker and easier solution. Thx for your help !1.2KViews4likes0CommentsCan you use Spatial Anchors for the whole scene instead of individual objects? (v35+)
I would like to start a MR freeroam project using the new Spatial Anchors, but I'm still wondering how best to proceed. As far as I understand it, Spatial Anchors make a lot of sense to pin individual game objects to the most accurate realworld position possible, but what is the best way to go about it if you want to overlay a large, contiguous scene with the anchors without drifting with the real world. Imagine the scene is 20m by 20m and I want to recreate the entire real environment and use it as MR space. Each area should overlap with the real world as accurately as possible and without drift. Is there a typical workflow how to do this best with the anchors or would I have to build a system of several anchors myself, which correct the scene whenever there is drift? If so, what would be the best way to set this up?1.4KViews3likes1CommentAbility to disable boundary / autodetect for Passthrough Applications / Permanent Passthrough mode
We are building a passthrough application. We are aiming to make it adaptable /scalable to a large amount of users, some who are not experienced gamers / VR / XR enthusiast. One of the biggest pain points, is when demo'ing to new users / potential clients / general public... is trying to walk them through setting up the boundary. Our app is utilizing passthrough. There should be no need for a boundary in passthrough mode. I notice it almost always correctly auto calculates the floor. In order to increase adoption for XR / Meta Quest... there should be ability to disable the boundary or have an auto boundary on the fly, when in a permanent passthrough mode / auto detection mode. I could understand the need for it in VR mode... but if you are using passthrough only / building a passthrough only app... and you are putting HMD's in Kiosk mode, it seems pointless / extra work every time you want to set up the HMD's. If setting up 5 - 10 HMDs in a large area for new users at once, this becomes a real pain point. Being able to setup the HMD for passthrough only mode will eliminate the potential liability risk of people running into stuff. Also bring back Kiosk mode for Quest for Business, and ability to upload APKs, the current Quest for Business is terrible and we must use third party solutions.1.2KViews3likes1CommentVr passthrough captions for hearing impaired to let you read what people around you are saying
Enhancing Accessibility with Meta Quest 3's Passthrough Captions Imagine a world where Virtual Reality (VR) isn't just a medium for gaming and entertainment but a powerful tool for accessibility. The Meta Quest 3, with its advanced passthrough capabilities, has the potential to transform this vision into reality by incorporating real-time captions for the hearing impaired. How It Works: The Meta Quest 3's passthrough technology allows users to see the real world around them while still being immersed in the virtual environment. By integrating real-time speech-to-text technology, the headset could display captions for conversations happening in the user's vicinity. This feature would enable hearing-impaired users to understand and participate in conversations effortlessly while using the VR headset. Impact on Accessibility: According to the World Health Organization, around 10% of the global population, which translates to approximately 900 million people, have some degree of hearing impairment. For these individuals, daily interactions and communications can be challenging. By offering real-time captions, the Meta Quest 3 can make VR more inclusive, ensuring that hearing-impaired users can enjoy and benefit from VR experiences just as much as others. Boosting Sales and Market Reach: Meta, as a $1.27 trillion company, stands to gain significantly from such an inclusive feature. Even a modest increase in sales can have a substantial financial impact. For instance: If the global population is approximately 9 billion, about 900 million people are hearing impaired. Capturing just 1% of this market with the new feature could result in 9 million additional users. Given the average price of a VR headset, this could translate into billions in additional revenue. By integrating real-time captioning, the Meta Quest 3 not only enhances the user experience for a significant portion of the population but also opens doors to a vast, untapped market. This accessibility feature would position Meta as a leader in inclusive technology, likely resulting in increased sales, a broader customer base, and a stronger market presence. In summary, incorporating real-time captions in the Meta Quest 3's passthrough view is not just a step towards greater accessibility—it is a strategic move that can drive significant business growth and reinforce Meta's commitment to innovation and inclusivity.904Views2likes3Comments