Stereoscopic panel - Undocumented or non-existent?
According to Meta's Design documentation on Panels Panels are the rectangular surfaces that display 2D (and sometimes stereoscopic) app content in Quest. Panels can contain stereoscopic app content. However i could find no documentation how to accomplish that and in the examples i checked this feature wasn't used either. Is the official documentation mistaken about the possibility to display stereoscopic app content? If not how is that accomplished? A self contained example would be appreciated.How can i create Panels with Window Affordances (or equivalent functionality)
Meta's Horizon OS provides so called Window Affordances like the edge and resize handles. I have been so far unable to implement functionality inside an Meta Spatial SDK using android app. Marking a panel Grabbable in Meta Spatial Editor gives the ability to move it but doing so feels more difficult then with native windows. I have not found a way to make resizeable panels in a custom app yet. Even Meta's own applications like "Focus" aren't providing that functionality.5Views0likes0CommentsIssue with APK-to-APK Launch on Meta Quest — Unexpected Return to Lobby
Here’s the situation: APK(1) launches APK(2) using an intent — this usually works, but occasionally it returns to the Meta Quest lobby (immersive home)instead of opening APK(2). APK(2) then launches APK(3) — this frequently results in returning to the lobby (immersive home), and APK(3) does not open. All APKs are installed via "Unknown Sources" and are intended to run in VR mode. Tested on Meta Quest 2/3/3s, system version 81. Has anyone experienced similar behavior or found a reliable way to ensure smooth APK-to-APK transitions without falling back to the lobby (immersive home)?132Views2likes6CommentsStylized passthrough: How can i retexture walls?
Meta Horizons documentation on Scenes gives this image as an example of a Basic stylized passthrough. This looks to me like a screenshot of a stylized hall way. How can such an effect be accomplished in Kotlin without using Unity or Unreal? Can this effect also be achieved on Quest 2 or only on Quest 3(s)? The article mentions that Assisted scene capture (available on Quest 3(s) only) shouldn't be used to create such an effect.11Views0likes0CommentsWeird graphic glitch on Quest 3 / 3s
I encountered this graphic glitch on Quest 3 /3s ... but the same app works flawlessly on Quest 1 and 2! It seems to appear on translucent materials only. I tried all the possibile fixes (custom depth, disable fog, disable depth fade, ...) but nothing worked so far. Suggestions? Ideas? It seems to happen in screen space and not everywhere (that "water" material and randomly around opaque meshes againts tranlucent ones and/or translucent againts opaque. Built with UE4.25 (Oculus branch) back in 2021 - and I won't refactor that on 4.26+ / 5.x ;)
17Views0likes0CommentsHorizonOS v81 update broke Passthrough in startup Splash Screens
Hi folks, This is for a project in a C++ UE 5.5.3-0+oculus-5.5.3-release-1.109.0-v77.0 engine from official Oculus Branch. A recent update to Horizon OS, likely v81, seems to have changed the way Splash screens are handled to now send the user to a black void with particles and wisps flying by. This has created a big problem for our MR application in that now NO Passthrough is visible during splash, which is causing us to fail VRC (Functional.14). This was not an issue before this OS update. These are the settings and image (PNG with transparency) we are using: Even forcing bAutoEnabled to True in DefaultEngine.ini does not help: Setting to Black also gives the same result, which is the black void with a very low resolution proxy of the PNG we have: For reference, this was the behavior before the v81 update: We also scouted other MR apps and it seems they face similar situations (?) Any help is appreciated as we'd rather not request any waivers during our QA process. Thank you! -Sebastian169Views0likes2CommentsMeta XR Simulator 81.0 is not detected by Unity 6.2
I tried to install Meta XR Simulator as part of Meta All-in-One Package and with Meta Core SDK + Meta XR Simulator standalone setup, all components versioned 81.0 when I'm trying to enable Meta XR Simulator via any of menus where I could do it, I see the same log error every time: [Meta XR Simulator Installer] finished downloading https://securecdn.oculus.com/binaries-download-auth/?id=32431411879837787 [Meta XR Simulator Installer] HTTP/1.1 404 Not Found [Meta XR Simulator Not Installed] Installation failed, please report the issue on the bug tracker. [Meta XR Simulator Not Installed] Try using different version. Open Edit > Preferences... > Meta XR > Meta XR Simulator and choose different selected version. Somehow Unity doesn't detect that Meta XR Simulator is already installed and tried to do it again with an error. My Unity Version: 6000.2.14f1 My OS is Windows 11 Would love to provide any additional information361Views1like5CommentsIssues with Gaussian Splatting integration in Meta Spatial SDK (v0.9.2) – Standalone Quest 3
Hi everyone, I am an architect and urban planner, developing VR/MR projects in my spare time. I’m currently working on a native Quest 3 application to view Gaussian Splats for highly detailed virtual project tours. My Goal: Render native Gaussian Splatting (3DGS) on Quest 3 (Standalone). Synchronize the splat position with the real world for a seamless transition from Mixed Reality (MR) to Virtual Reality (VR) with a skybox. Targeting a minimum of 150k splats with stable performance. Previous Attempts: I initially used Unity with the Aras/Ninja implementations. While it works perfectly via Oculus Link (PCVR), it’s not viable for my needs because: PC Builds don't support the specific MR features I need for this project. The Android build (standalone) performance is extremely poor, even with optimized settings and a small 50k splat PLY file (unusable frame rates). Current Issue with Meta Spatial SDK: I’ve switched to the Meta Spatial SDK (Packages v0.9.2) to leverage the new native splat support mentioned here: Spatial SDK Splats Documentation. Despite following the documentation step-by-step: The splats do not appear in the scene. I am getting several reference errors (MissingReference/NullReference) that I can't seem to resolve. My Question: Has anyone successfully created a native Quest 3 APK using the Spatial SDK to run Gaussian Splats (~150k splats)? If so, could you share the correct workflow or point out common pitfalls with this specific SDK version? Any help or documentation beyond the official guide would be greatly appreciated!192Views1like9CommentsSDK Preview Request
Project: https://wearables.developer.meta.com/devcenter/projects/897444649397117 App: GlassesViewer (HVAC training camera viewer) Error: 401 on maven.pkg.github.com/facebook/meta-wearables-dat-android Like: https://github.com/wolverin0/remote-pair-eyes (same SDK) Request: Maven token + preview access23Views0likes1CommentNew patented solution how to control full-body avatar movements by Meta Quest 3
Our PAO-XR startup helps to settle associations between the end-user body gestures language and switching different types of full-body avatar movements animations. All associations are stored in the end-user's personal DB on his mobile or desktop device. So entire on-line interaction between the end-user and his avatar demands only a MOCAP device like Meta Quest 3 ( in spite of absence low-body MOCAP) and a standard mobile device. To implement the pilot project, we are seeking partners with developers of their own virtual simulations, focusing on full-bodied avatars controlled by end users (players) using the Meta Quest 3 suite, including mobile apps. For these interested developers, we are willing to invest in the implementation of our technology in their applications. For more details, please see our promo demo on our PAO-XR.COM website.42Views1like0Comments