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?SolvedUsing the Quest 3 passthrough for Augmented Reality on architectural project
Hi, we’re on the verge of buying a Quest 3 for a specific solution to a VR/AR need. We’ve designed and completed a physical two-storey hotel suite, but the spiral staircase connecting the two floors has been delayed. We have a fully modelled and textured 3d model of the staircase and was hoping to use the passthrough element of the Quest 3 to drop the staircase in position in the existing hotel room and allow potential customers the opportunity to see it while wearing the new Quest. Problem is there’s little to no support on where to even begin with this so can anyone advise on where to begin? Is it possible? Many thanks3.3KViews1like6CommentsCustom Controllers
I am a newby and have a hardware team that creates sports game controllers with special features. In the VR world we see many "holders" of meta controllers to mimic real sports wands, bats etc. We do not want to use the pass-through feature and am reaching out to this forum to advise on how our custom controller can talk directly into the VR game itself?700Views3likes1CommentChoosing VR Headset for a static experience
Hello, I've been tasked of making a VR application running on a PC connected to a VR headset. The VR headset of choice will be enclosed in a plastic shell that will block every camera and constrain it to only rotate around 2 axis and the headset will not be removable. I'll receive the orientation data from an external IMU sensor. Can someone tell me if there is a headset that can be used with these conditions: The headset will not ask for calibration when turned on The headset will not require any interaction in order to be usable from the PC, exept for the initial setup The headset will not show any menu or warning messages My application will be set to auto run (on Windows) and it will automatically send images to the headset (I'm thinking of developing it in Unreal) Thank you, any help is appreciated!478Views0likes0CommentsHow do VR players work?
Couldn't find the answer on the internet for some reason. All I could find is how to download them or some shallow thing about how they are two images for each eye. I used to hate VR videos because I had been watching the improperly. Not sure what it's called, but it was essentially just a projection of the video in a sphere around you, so things up close would look massive and it was overall just terrible. Then I learned you needed a dedicated VR Player, and the result was much better. It really felt like I was there. But how does this work? In a game, things feel real because when you move your head around, there's parallax from which you gather a sense of depth, but in a prerecorded video, the video player has no idea, right? When I was moving my head around in the VR Player I obviously couldn't see any noticeable parallax, but the VR Player almost "simulated it" well enough to where it felt real. Does it have depth data or just use some sort of algorithm?609Views0likes0CommentsWebXR problem: Oculus Quest 2, device detects VR project as AR project
I am using WebXR to develop a VR experience that allows the user to walk into a room and interact with it. However, the glasses detect the application as if it were augmented reality and therefore, The Oculus Quest 2 changes to AR mode in the process, making the application unusable. The project is being developed in Unity 2021.3.2 and using the Simple-WebXR package for Web deployment, along with the Mixed Reality Toolkit (MRTK). It has to be an Oculus Quest 2 problem, because it also affects similar projects I developed with WebXR, older projects worked correctly, and they break too. I experimented this problem in all of them. I will show you images of how the application it should look like in VR and another one that shows the AR mode error. My Oculus Quest 2 Version is: 47421700667400000 Is there a mode switch for VR/AR that I'm missing? Is it related to the most recent update or the version of the oculus quest 2 that I have? I need urgent help with this. How it should look like on VR AR mode detected (Error)1.6KViews0likes1CommentVR viewer
Hi all, I'm very new to the whole VR headset thing. I'm trying to have a workflow where I render in V-ray and present the images on the Meta Quest 3 headset. From V-Ray I can export either VR cube map or VR Spherical Panorama. But in which app can I view them on the MQ 3? Thanks in advance! Maarten2KViews0likes3Comments