Oculus Browser - set start page?
I have a fleet of headsets through Oculus for Business. We deploy Oculus Browser on it for our WebXR project. Is it possible to change the start page in the browser, so that our site comes up automatically? If so, is it possible to do through Workplace? Currently, we set a bookmark to the site when we provision the headsets, but this has to be done manually on each headset, and the users have to remember to look in the bookmark list.1.3KViews2likes2CommentsHELP: META Avatar networking
Hi all, I am trying to create a multi-user app in Unity for Quest 2 using the Oculus SDK and the META avatar SDK for avatar representation. I am currently stuck in the networking step. Here are two options that I am trying at the moment: 1. Using OSC to pass Transform data from local to remote avatars, but for some reasons the visuals are not moving even if the transforms are updated. This seems to be linked to the way data is passed to META avatars, but I haven't identified the issue. 2. Using Photon to pass out avatar data from local to remote avatars. This seems to be the most popular option from what I have found online, but I struggle to understand it and make it work. Besides, using Photon requires the internet and probably adds significant latency ? I'm going to give myself one more week to try and solve this issue using the Meta SDK, but eventually if I don't find an issue I will switch to another avatar package. Any resources are welcome, such as tutorials or good courses on multi-user unity apps or places to get help ? Thank you in advance !2.2KViews2likes2CommentsCamera motion in passthrough
Hi! I am working on developing an app that rotates or translates the field of view during passthrough at different rates. I was wondering if there was a way to have the cameras on the Meta Quest 2, 3, or Pro track a virtual object that moves back and forth? I want the cameras to move back and forth independent from the user's head motion. I can clip some peripheral vision to make this possible as well. Does anybody have a recommendation on how to do this or think it is even possible with the current plugins? Thanks!491Views0likes0CommentsShared Spatial Anchors - AnchorPersistenceRuntimeIpcServer: Request denied based on storage location
Hello, We are trying to implement the sample scene from this repository: https://github.com/oculus-samples/Unity-SharedSpatialAnchors This way we hope to test the Colocation to ultimately use it in our experiences. However, when creating an anchor and then sharing it, we come across an error on the app logs: "Saving anchor(s) failed. Possible reasons include an unsupported device." When I check the adb logs, I get the following errors: SP:AP:AnchorPersistenceConfig: getCloudPermissionEnabled: oculus_spatial_anchor_cloud=false SP:AP:AnchorPersistenceRuntimeIpcServer: Request denied based on storage location for package com.Oculus.UnitySharedSpatialAnchors, sessionUuid:e0d791ec-49a1-4948-abd4-e4754812554b SP:AP:AnchorPersistenceRuntimeIpcServer: Aborting saveAnchorV3 for package name: com.Oculus.UnitySharedSpatialAnchors SP:AP:AnchorPersistenceRuntimeIpcClient: Failed RPC for saveAnchor, rpcAllowed: false, CallServerRPCResult: 9 SP:AF:AnchorFrameworkSlamAnchor: saveAnchor failed! I have tested it on two Oculus Pro and an Oculus Quest 2 without success... Do you have any idea how to resolve this issue (I can't seem to find anything on internet) ? Could it come from a missing Android permission ?3.5KViews0likes7CommentsPassthrough renders on all unlit transparent materials
Hey I'm curious if anyone else has had this issue. I am working with passthrough in a quest app and I have a movable passthrough window as a tool for the user. It looks great and its rendering just the way I want it, it is based off of the oculus demo scene "Selective Passthrough" which uses a material to mark things as passthrough or not. The issue I have found is that every material that is unlit and transparent (which are used quite often in the scene) are rendering as a passthrough material. I have some quads for little fake drop shadows that are passthrough, peoples name tags, transparent logos on the way and even users glasses are all passthrough. I am using basic unlit/transparent shades for these objects. The standard shader doesn't seem to exhibit the problem. Why is this happening? I would appreciate any help. Thanks3.5KViews2likes4CommentsStuck in App Store Review for 7+ months
Hello, I'm developing a game for the Quest 2 as part of a small indie studio. We submitted our game to be reviewed for the oculus app store, and it's been stuck in review for over 7 months. I understand the average is 3 months, so what's going on? We have had no communication from Meta, no emails, no activity, and there's no way to contact them. We also can't resubmit our game for review, so there's literally nothing we can do. Is anyone else experiencing this issue? How are you dealing with it? It's been so long that we're about to release the game on Steam in early access. We wanted to release on Steam and the Quest at the same time as we have cross-platform multiplayer, but we can't release on the app store until Meta's review is complete. The game's optimised and ready to go for the Quest, it's just this review process that's stopping us, and it's about to kill the company. We're at a loss here, what do we do?1.6KViews2likes4CommentsViewing net 3D video by Oculus Quest 2 via https
support.oculus recommended for local 3D video viewing to put { "format": "3DLR" } as a video_name.txt in the video's directory. But adding F to "format": up to "3DLRF" changes nothing. How can I get full-screen mode? In addition, I uploaded https://syla.top/3D/2KMSM.mp4 with https://syla.top/3D/2KMSM.txt as a video_name.txt, but Quest 2 still shows it side-by-side. Or does such a video_name.txt work with local files only? Then how can I share a video to somebody's Quest 2 with a 3D video from my server?528Views0likes0CommentsIs it possible to do teleportation with controllerHands
I'm using InteractionRigOVR-FullSynthetic. I want hands to show even when using controllers. So under LeftControllerHand I have added LocomotionControllerInteractorGroup. I got almost everything working except the Teleport Arc wont update with my controllers position. Thank you so much for anyone who can tell me whether it is possible or not! Thank you!685Views1like0Comments