Open Oculus Quest application from Oculus Browser (deep link)
I'd like to use deep linking (or what one could call custom URI scheme or custom application Protocol) from the Oculus Browser to open my Oculus Unity application. Here's what the doc states about deep linking: developer.oculus.com/documentation/unity/ps-deep-linking/ Apparently another developer attempted to do that on Oculus Go unsuccessfuly, because the Oculus Browser blocks the deep link opening: forums.oculusvr.com/developer/discussion/69199/oculus-go-opening-application-from-the-browser Here's what Unity doc states about deep lin on Android: connect.unity.com/p/deep-linking-on-android-ios-with-unity And it seems it gets blocked on Oculus Quest Web Browser. Anyone already achieved this with succes ? If it's not supported by the Oculus Web browser, could this be supported in a near future please? N.B: sorry for the screen captures instead of code paste but the code contains URLs and I'm not allowed to post URLs on the forum Here's what I can see in the "Android Device Monitor" Log when I click a link hosted on 192.168.1.23:5000 : Here is the application AndroidManifest.xml from the Android exported gradle project from Unity: android:name="com.vizua.launcher.UnityPlayerActivity" is the right Activity path and matches the "Player Settings > Others Settings > Identification > Package Nale" in Unity.6.2KViews6likes5CommentsOculus Go file association
I want to open all files of my type (.xxx) with my application. It's a renamed zip file. For that I have tried a lot of thing in my AndroidManifest.xml file. For now, I have all these intent filters in the "com.unity3d.player.UnityPlayerActivity" activity : <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.BROWSABLE" /> <category android:name="android.intent.category.DEFAULT" /> <data android:scheme="http" /> <data android:host="*" /> <data android:pathPattern=".*\\.xxx" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.BROWSABLE" /> <category android:name="android.intent.category.DEFAULT" /> <data android:scheme="file" /> <data android:host="*" /> <data android:pathPattern=".*\\.xxx" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.DEFAULT" /> <data android:mimeType="application/x-compressed" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.DEFAULT" /> <data android:mimeType="application/x-zip-compressed" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.DEFAULT" /> <data android:mimeType="application/zip" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.DEFAULT" /> <data android:mimeType="multipart/x-zip" /> </intent-filter> I have tried to download a .xxx file with the oculus browser and then click on it on the right panel. Nothing happened ... I also tried with a zip file. Nothing happened ... What am I doing wrong ? Thanks in advance. Unity 2018.3.9f1 Oculus SDK 1.31921Views1like1CommentPossible to start browser pinned to specific position in VR?
Hi. I am a software engineer but not working in VR. Lately, I've been using a Quest a lot for my hobby of simracing (iracing). VR for iRacing is great, but there is one weak area. Third party overlays are a very popular and important thing in the iRacing community, Google "best iracing overlays" to get more of an idea. Unfortunately, all of these apps are tricky in VR generally and more so for Oculus specifically. Although iRacing has native VR support for Oculus, none of the third party overlays do at this time. The current practice is to use browser windows. A user must launch a browser(s) and the overlay software provides an endpoint that implements an overlay item (2D), which the user provides a URL for to the browser. On Oculus, the user must go through the process of manually positioning the browser windows, usually taking multiple iterations to get right, and pinning them. The user must do this for every racing session. It is error prone, for example because if the user chooses position poorly, the pinned windows will not render correctly in actual VR session. iRacing is as the name implies a race (against other real users ), being time sensitive, a user can not stop and correct such errors. So, to improve my hobby, I started browsing developer documentation. I am not sure where to start really. I don't think, but am not sure, that this is a WebXR issue. I guess the first thing that comes to mind, can one launch the oculus browser from command line or api? Are there command line options or other configuration mechanism that would allow setting the VR position and pin status?1.7KViews0likes2CommentsLaunch Oculus or Samsung browser from within a Gear VR app
Dear all I searched a bit and didn't find an answer, so if someone already asked, please lead me to it. When I am in my unity based app, I want to be able to launch a link to any site, but make it launch in the Oculus or Samsung browser while still with my goggles on. When exiting the browser, I want to be back in my app. The browser should launch in 2D mode, and continue so, unless the user goes stereoscopic. Can this be done? Thanks1.1KViews0likes3Comments