'Continue in Your Browser' - App login
I am trying to log in to the Oculus App on my PC, I have plugged in my headset, I clicked 'Continue with Facebook', then the next screen tells me to: 'Continue in Your Browser. To confirm your Facebook login, please switch to your default web browser now. The confirmation process may take a few seconds to complete'. I have opened every web browser on my computer, logged into my facebook account on each browser, turned firewalls off, and nothing happens / no confirmation occurs. And the 'Help Centre' button at the bottom of the screen doesn't link to anything either. Any idea what I should try next?Solved133KViews23likes133CommentsMeta Quest Browser file input fails with some file extensions
While developing a web app with three.js, I noticed an unexpected behavior of Meta Quest Browser: if I choose a .glb model file with a <input type="file"> tag, and try to access it in javascript, the browser does not allow access to the file if I manually change the extension to .png, it works. Disabling safe navigation in browser's settings does not solve the problem. The problem occur only on Meta Quest Browser: Chrome on Windows and Android behave as expected. This is the code handling file input: const fileInput = document.getElementById('file') as HTMLInputElement fileInput.addEventListener('change', (e) => loadModel((e.target as HTMLInputElement).files![0])) function loadModel(file: File) { const url = URL.createObjectURL(file) const loader = new GLTFLoader() loader.load( url, function ( gltf ) { scene.add( gltf.scene ); console.log('Model loaded') }, undefined, function ( error ) { console.error( error ); } ); } And this is the console error I get when accessing file with .glb extension GET blob:https://192.168.1.161:5500/83bfd355-2cf6-4714-bda7-3c6cf3331c58 net::ERR_ACCESS_DENIED 200 (OK) load @ three.module.js:41933 load @ GLTFLoader.js:222 loadModel @ index.ts:58 (anonymous) @ index.ts:52 Uncaught (in promise) TypeError: network error Promise.then (async) readData @ three.module.js:41973 start @ three.module.js:41969 (anonymous) @ three.module.js:41966 Promise.then (async) load @ three.module.js:41934 load @ GLTFLoader.js:222 loadModel @ index.ts:58 (anonymous) @ index.ts:52 I set up a sample web app to reproduce the problem: https://fornaeffe.github.io/vr-playground/ source code here: https://github.com/fornaeffe/vr-playground/tree/visorr-upload-bug Other details of the problem explained here: https://stackoverflow.com/questions/77068404/model-loaders-work-in-chrome-but-not-in-meta-quest-2-browser-when-using-file-in and here: https://discourse.threejs.org/t/gltfloader-works-in-chrome-but-not-in-meta-quest-2-browser/558031.2KViews0likes1CommentERR_CLEARTEXT_NOT_PERMITTED
Hi. I'm working with Unreal Engine 5.3 and Meta Quest 3. I'm having the following error message when using a web browser within UE5 and connecting to an HTTP url. ERR_CLEARTEXT_NOT_PERMITTED Do you know how can I enable the use of cleartext http traffic? Is it somewhere in the MetaXR Plugin or MetaXRPlatform plugin or would it be somewhere in UE5 Settings or do I need to modify some AndroidManifest.xml somewhere? I found that someone asked something related here: https://communityforums.atmeta.com/t5/Quest-Development/Having-issue-with-setting-Cleartext-HTTP-traffic-for-development/m-p/777427/highlight/true Also found some info for Android development here: https://www.repeato.app/how-to-resolve-cleartext-http-traffic-not-permitted-error-in-android-8-and-above/ Any help would be greatly appreciated!455Views0likes0CommentsReferred App keeps showing Invalid Link
I'm currently having a problem on any app referral links. It keeps showing me an Invalid Link page regardless of who send me a referral link. I've already tried unlinking my Meta account out of my Facebook account and have tried using private/incognito browser to accept the referral link. Unfortunately, they still gives me Invalid Link page.Solved53KViews46likes264CommentsMeta Quest Browser & BabylonJS = Slow FPS
I'm trying learn about WebXR and I'm finding that my library of choice isn't playing well in the Meta Browswer, locking at about 30 FPS. Now, I see 60 FPS on the desktop with Chrome and I know that's because Chrome is locked in a vsync. I can pass Chrome some parameters to unlock the FPS limiting. At that point, I'm seeing around 500 fps. Chrome works great with Link, but I'm looking to work with the native Meta Browser inside the Quest. I've found other engines, such as the Wonderland Engine, demonstrates 72 FPS in the Quest with their app Escape Artists (https://esc.art). A-Frame applications show up in the browser at 90 FPS. So my question is, is there some sort of parameter or command the WebGL lib should be passing to the browser to speed it up? Or, is this likely to be some sort of bug in BabylonJS that is locking it to 30 FPS and the browser doesn't have any sort of artificial rate limiting?638Views0likes0CommentsOculus 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.472Views0likes0Commentsmarketplace has no feelings
What would happen if all Facebook users could feel more united to their website, making it different but not so different from a conventional profile but with editable sections, so that users can design, distribute and categorize each and every aspect.515Views0likes0Comments