Browser WebXR apps not recognizing correct size of space
Hey! I've been trying and testing some WebXR apps for the past few days and they have been working fine with my space setup (the scan of my room). But since this morning, it's pretty messed up. The scale of the WebXR environment is not working properly in the different apps I've been trying (my own and others). It seems like it is doing a weird scaling of everything (the UI 3D panels, the objects, the planes and surfaces, etc). I thought it could be the browser and WebXR itself, but the quest device feels weird as a whole. The main menu in passthrough mode tracks a bit of my head movement, which was not happening previously. Also, I cannot focus very well on passthrough mode and looking to my surrounding makes me feel dizzy. There seems to be an offset between the real world and representations in MR (you can see that happening with my hands in the second video). This was not happening yesterday and the days before. Here is a recording of what's happening both in the browser and in the normal menu and passthrough interaction. https://horizon.meta.com/shares/Y5SSCJhQQbs1PwveM5rrfkIQVKXgfg https://horizon.meta.com/shares/iTQZ6bNkM5zH3hdRjK3KWwJFbL0WfJ I tried factory resetting and it didn't help. Rescanning of the space, didn't help.29Views0likes1CommentBrowser Extension 4 Xbox Controller?
Hi all, wouldn't it be nice to use a controller within the (IMHO) already great browser? So we can use JS content with it? Like, the "Internet Arcade"... Shouldn't Meta add a chrome add-on like "Gamepad to Keyboard Mapper" to its chromium browser? Or is there a workaraound to archieve this? Cheers, Christian18Views0likes0Comments360° XR panorama platform - testers wanted
I´ve been developing a 360° XR panorama platform to upload, view and share 360° panoramas. You can try it here: https://360.insidethesimulation.net. It´s still in development, so please share your feedback with me via email (martin@insidethesimulation.net) if possible. It supports: - 360° equirectangular panoramas up to 16k resolution - stereoscopic panoramas - favorites and likes - counting views - easy uploading without account (panorama will be deleted after 24 hours) - VR menu to switch panoramas - works on any WebXR headset including Quest 3, 2, 1, Oculus Go, Pico and Vision ProSolved251Views0likes5CommentsSupport of SELECT HTML tags broken in browser
It seems that the support of Select HTML tags is broken in latest versions of browser (problem detected on OS v79, browser v40.1). When user clicks on a Select control, the browser briefly displays the list associated to the control but it immediately disappears. The issue can be reproduced with many different websites (e.g. https://www.w3schools.com/tags/tryit.asp?filename=tryhtml_optgroup , https://developer.mozilla.org/en-US/docs/Web/HTML/Reference/Elements/select )Solved79Views0likes6CommentsERR_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!484Views0likes1CommentQuest 2 Browser Crash- Seeking Your Feedback
We're aware of an issue affecting some of you where the Quest 2 browser opens for a couple of seconds and then unexpectedly closes. If you’re currently experiencing this issue on a Quest 2 headset, please help us out by sharing your bug report. Some customers also are experiencing issues with broken apps on Quest 2 where reinstalling them rectifies the issue. Please let us know when this happens to you by submitting a bug report. To send the bug report, please DM and I'll provide a link to a Google Drive or provide my email. Questions Is the browser still crashing? Yes/No Are you available to help us investigate the issue further? Yes/No Do you have access to a Mac or Linux PC? Yes/No Are you familiar with adb and/or AndroidStudio? Yes/No If 'Yes', please run the following commands to help us pull the libchrome.so file: For Linux/Mac: adb pull $(adb shell pm dump com.oculus.browser | egrep -o "/data/app/.*/lib")/arm64/libchrome.so ~/Downloads/ For Windows: Two steps: Run the following adb shell pm dump com.oculus.browser | egrep -o "/data/app/.*/lib" Copy (ctrl-c) the output. It will look like /data/app/~~pSsE2yO2R1iJ26tnsq7f_w==/com.oculus.browser-bVK_Gl2PmYqqgBUdsfebug==/lib Example: adb pull ctrl-v adb pull /data/app/~~pSsE2yO2R1iJ26tnsq7f_w==/com.oculus.browser-bVK_Gl2PmYqqgBUdsfebug==/lib/arm64/libchrome.so Thank you for your help! Meta405Views2likes3CommentsWhich AR glasses to buy for research with LLMs and Raw data
Hello there, I'm writing you because, together with a group of PhD and Master's students at my university, we are exploring the development of new mobile or web-based applications that can interface with the Meta Ray-Ban or Aria smart glasses via SDK. Our goal is to test our own vision-language models (VLLMs) accessing directly the raw data streams—specifically video and audio—from the glasses and providing contextualized responses through the device’s built-in speakers using our own LLMs. We are particularly interested in whether it is possible to develop a mobile app or even getting access through a web browser that can: Collect and transmit raw sensor data (video/audio) Send processed responses back to the glasses Use Bluetooth or an Android mobile app (possibly via XRCore or Unity) as the communication bridge If this is feasible, could you kindly advise: Which smart glasses model(s) you recommend for this type of development. We want to buy some few glasses to start with What plugins, SDKs, or frameworks would be most suitable We appreciate your guidance and thank you in advance for your support. Best regards, Luis F.18Views0likes0CommentsError 3304 in browser
I am getting error code 3304 when I try to watch anything in the browser in Paramount Plus. I am logged in and the menus work just fine. However as so as I tell it the start a TV show or movie I get the error message. It says to make sure all add blockers are off. I do now see anything about ad blockers in the browser settings. Any suggestions would be appreciated. Thanks, Darren222Views0likes1Comment'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?Solved134KViews23likes133CommentsMeta 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/558031.2KViews0likes1Comment