3D model of the room
I started developing for Quest3 but I'm stuck and not making much progress... So far, I've got pass-through working and added collision detection to the scanned room model. Next, I want to bring the scanned 3D model into a Unity scene so I can edit it, but I'm stuck because I don't know how to do it... Any ideas on how to make this work, or even a little advice, would really help.How to obtain the user token using the Meta XR Platform SDK
I currently need to link the player's Meta account to our game using the Unity Meta XR Platform SDK for login purposes. After passing the application permission check, the player's ID can be obtained through the Users.GetLoggedInUser() method. However, the Token cannot be obtained using the Users.GetAccessToken() method. This method always returns an empty result. Could you please tell me if I have not configured something correctly or if there is any missing step?Solvedv69 breaks OpenXR cubemaps with compressed textures
Our application creates a XR cubemap layer and applies textures to it. The cubemap layer is the usual type XR_TYPE_COMPOSITION_LAYER_CUBE_KHR. The 6 textures are loaded from KTX files and use the GL_COMPRESSED_SRGB8_ETC2 format. Starting with v69, this method for creating the environment around the user stopped working and our UI elements just float inside a black empty space. This functionality broke on our published version of the application, so it was probably not caused by a bug on our end. Everything worked fine on v68 and it broke with v69, We have been investigating this issue for several days and it seems that the problem is specifically triggered by the combination of compressed textures and a cubemap layer. Some additional observations: Textures with format GL_COMPRESSED_SRGB8_ETC2 or GL_COMPRESSED_RGB8_ETC2 do not work. Using PNG files for the cubemap does work (GL_RGBA8). Disabling layers also works. Loading other textures with the same formats works (we do it for the controllers).506Views0likes1CommentOculus 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.481Views0likes0CommentsWhich SDK? OpenXR Mobile SDK?
I'm an experienced C++ and Android developer, but new to graphics programming. But that should be OK as my UI needs are minimal. So, if I want to do development for the Meta headsets without the big game engines, it seems that the 'OpenXR Mobile SDK' is now the way to go. But I read here that the SDK is "unable to provide access to Meta Native Mobile APIs". Yikes, wait, so then these native apps built with this SDK will be second class citizens on meta headsets. And even more worrying, I see that the OpenXR forum is pretty dead. So, unless I really need cross-platform then maybe OpenXR is not the way to go, and realistically I have to use Unity or Unreal? Any guidance is appreciated.1.2KViews0likes1Commentplease advise to choose between Native openXR or Unity ?
we are building a XR medical training program for doctor with a few software developers, having unity experience. 1) should I choose between Native openXR or Unity? 2) any advantage of using native openXR on meta quest 3 device? we do need to integrate LLM with wit.ai for conversation please advise.594Views0likes0Comments[Feature Request] Integrate Tracked Keyboard with Meta Remote Desktop
I've been experimenting with Tracked Keyboard (Logitech MX Keys Mini) and Workrooms recently and have noticed a few UX/usability issues. The tracked keyboard communicates directly with the Quest, which makes perfect sense if you plan to use it as a direct input while using the Quest. However in Workrooms, when you bring your PC (or Mac in my case) in to the workroom, the keyboard does not control the PC. This is a major source of friction from a usability/UX perspective. A possible solution, and hence the feature request, would be to integrate the tracked keyboard with Meta's Remote Desktop app as the intention in this scenario is to control and directly input in to the PC. This way the user sees the keyboard (passthrough), the keystrokes are inputted directly to the PC, and Remote Desktop can pass keyboard events, positioning, etc. to the Quest. It does throw up the issue of two modes of Tracked Keyboard (one directly to Quest, the other to Remote Desktop), however cognitively this is easier for a user to manage than having two separate keyboards on the same desk (one for the Quest another for the PC), or to have the disconnect that the Tracked Keyboard doesn't directly control the applications on the PC that are brought in to Workrooms. I hope this helps. rgds Dave2.3KViews2likes3CommentsCurrent state of the native developer SDK?
I'm not clear on what the current state of the Oculus SDK is. I have read they switched over to OpenXR and discontinued the native SDK, but then I see documentation on a PC SDK here: https://developer.oculus.com/documentation/native/pc/book-gsg/ My immediate goals: Oculus Rift support PC-powered Oculus Quest support (streaming from PC to the headset) Later goals: Native Meta support (running on Android) I've used Valve's OpenVR before with good results. I believe it supports the Rift, but I am not sure about the Quest. After working with it for a week, I have a very bad impression of OpenXR. In order to meet the immediate goals stated above, where should my focus be?827Views0likes0Commentsbackwards compatibility
would love to see a future interest in developing backwards compatibility between headsets i owned a rift and rift s before and upgraded to a quest 2 but none of the rift games are compatible with the quest. in order to play those same games i would have to re purchase them, which would be way easier with a exchange program or a way to convert old purchases into the newer version as technology evolves almost everything gets out dated755Views0likes0Comments