Problem with implementation of XRInputSourcesChangeEvent on Quest browser
Hi, I'm working on the development of a WebXR application and I've recently noticed an issue when the input controllers are temporarily lost and "reconnected". The reconnection triggers a XRInputSourcesChangeEvent event with an "added" property listing XRInputSource objects associated to each controller that is reconnected. These XRInputSource objects are supposed to have a gamepad property but it seems that this property is not set correctly (it's null) when a controller is reconnected. The problem doesn't occur the first time the controllers are detected after the initialization of the XRSession. The problem isn't reproduced on a different browser (wolvic). Environment: - Headset: Meta Quest 3 - Version: 64.0.0 Expected behavior: XRInputSourcesChangeEvent should provide an "added" property listing XRInputSource objects with a properly initialiazed gamepad property when a controller is "reconnected". Any idea for a workaround until a fix is implemented would be appreciated.723Views0likes1Comment[BUG] Inside-Out Body Tracking Gets Stuck in the Floor After Taking Headset Off
I've been experiencing a bug with the Quest 3’s inside-out upper body tracking. The issue happens when you take the headset off and put it back on—the Inside-Out Body Tracking goes haywire. The only fix I've found is restarting the app that utilizes the feature. Pressing the Meta button also doesn't trigger a recalibration. I spoke to a Virtual Desktop developer as Virtual Desktop is a good application that utilizes the feature, and they confirmed it's not on their end; Virtual Desktop just forwards tracking data. This seems to be a problem with the headset or its software. I created this form to see if anyone else is running into the same problem. Here is a video showing the issue: https://www.youtube.com/watch?v=nyaQkGfzc-82KViews2likes4CommentsObb not working
my OBB doesnt seem to exist at all anymore. I cant load mods into it, give anything access to it, i cant even sideload anything that needs to be in the OBB. i cant even open and read my obb anymore. anyone have an answer? this just started happening for no reason.940Views0likes1CommentWebXR AR (argumented reality) via Quest Link - Open the Passthrough
I am developing an WebXR AR (Argumented Reality) App and would like to start it via the Quest Link Connection in the Browser to harness the PCs rendering power. The WebXR app works in VR mode but doesn't allow me to open in the AR mode. I enabled the Passthrough option in the Beta Settings in the Quest Link App. The AR works without the Quest Link. Is this supposed to work? I am using the Quest 3 Headset (newest software, updated my PC, updated the drivers everything, tried to restart everything multiple times)1.6KViews1like0Commentsweb xr passthrough on quest2 only works at one specific head position
Hi, I don't know if anyone has had any similar experiences, but I wanted to just have a little play with superimposing some text over the top of the passthrough mode on the quest 2 using web xr. I tried to use the examples from here: Mixed Reality Support in Meta Quest Browser | Oculus Developers My quest is on version 51 PTC software and I find the passthrough mode and text is only visible if your head is in exactly one position. If you move your head the screen goes completely black. My code is: <html> <head> <script src="https://aframe.io/releases/1.3.0/aframe.min.js"></script> <script src="https://mixedreality.mozilla.org/webxr-polyfill/build/webxr-polyfill.js"></script> </head> <body> <a-scene xrweb="arMode: true"> <a-text value="test" color="black" position="0 1.5 -2" background-color="white"></a-text> <a-camera></a-camera> <script> // Get the XR system const xr = navigator.xr; // Check if the device supports immersive-ar mode xr.isSessionSupported('immersive-ar').then((supported) => { if (supported) { // Request a session with local-floor and depth-sensing features xr.requestSession('immersive-ar', { requiredFeatures: ['local-floor', 'depth-sensing'] }).then((session) => { // Start rendering the scene const renderer = document.querySelector('a-scene').renderer; renderer.xr.setSession(session); }); } }); </script> </a-scene> </body> </html> Has anyone seen a similar issue? It just seems like perhaps we could do something cool with web XR and passthrough (If we can get it to work..)Solved7KViews1like5CommentsRequest for animated canvas texture support in full Immersive WebXR mode
Hi, I have a project where I'm streaming a live source to an animated canvas texture (using A-Frame WebXR). The texture animates in 'flat' view in the Meta Browser, but freezes upon entering full immersive mode. I'm not sure of the cause, but would like to ask the dev team to please consider a fix for this for the official Quest browser. Thank you for all your work on this great technology.1.6KViews0likes0CommentsBlack screen problem after the upgrade of the quest device system
#Program Description# I'm developing an android application that runs on oculus quest devices The program is opened in a non vr mode. The initial interface is a non vr mode interface (activityA, which is described as the interface below), and then it jumps from this interface to another interface (activityB) in the vr mode. activityA ---- Common interface of non_vr mode, initial interface activityB ------ vr mode interface #Problem description# This process can run normally before the upgrade of the quest system version; After upgrading the system, when activityA jumps to activityB, activityB cannot be opened in the vr mode in the quest device, but is displayed as a square interface with a black screen. #Code design# <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> According to my task requirements, I put this configuration code under the activity tab of activityB to ensure that activityB is in the vr mode and not under the application tab; This causes the above problems after the request system is updated. Also try to set the vr_only configuration code is placed under the application tag, which will result in the black screen of activityA and the inability to operate. What can I do to solve this problem?Thank you for your answers and suggestions.3.4KViews1like1Comment