Ping data overlay
Hi. Fairly new to development and I am stuck with a project. I am trying to develop a program that displays Network information to the user (ping, jitter, packet loss etc.) . I would like this to be able to run over any 3d application in real time Similar to how OVRMetric displays headset information. Any documentation or assistance would greatly be helpful.804Views0likes1CommentHand tracking update root scale not working
I'm trying to use Hand tracking in my app and no matter what the Hand scale stays at one event with a friends hands that are much smaller. After some investigation, and a lot of debugging, I found that the hand scale is calculated for the first frame of the application and is at like 1.1 before it gets switched back to 1 for ever. A "solution" I found is to switch of the update root scale parameter of my hands and I could then scale them depending on this initial value but as per the documentation says, the root scale is supposed to get updated during runtime. (The documentation is pretty empty on everything though and it's never detailled how they are supposed to be mesuring that). Does anyone managed to have the root scale update for their hand tracking ? If yes, could you share some insight with me ?Solved1.5KViews0likes2CommentsMixed Reality, Passthrough, MetaQuest 3
Hello boyzzz, I'm working on a mixed reality project project for the Quest 3 using the sdk 66.0 by Meta. I tried to modify the passthrough layer to create an evocative viusal so i enabled the edge rendering bool but i didn't found a way to increase te size of that edge render, do you have any advice? Thanks Metagate.662Views0likes0CommentsDeveloper documentation updates for the week of June 3rd, 2024
Hello Meta Quest Developers! This is a quick post, hopefully the first in a weekly series, to share the latest documentation updates that have gone live on developer.oculus.com. Here are the docs that have been updated this week, the week of June 3rd, 2024. Updated topics: https://developer.oculus.com/resources/publish-create-app: Updated with new guidance on modifying apps, grouping apps, and deleting apps in the Developer Dashboard. https://developer.oculus.com/documentation/unity/unity-haptics-sdk: Updated instructions for downloading the Meta XR Haptics SDK from the Unity Asset Store. https://developer.oculus.com/documentation/unity/unity-conf-settings: Updated instructions on defining graphics quality settings. https://developer.oculus.com/documentation/unity/unity-isdk-throw-object: This tutorial has been moved under Tutorials (Legacy) as all grabbable objects are now throwable by default in v65+ of the Interaction SDK. https://developer.oculus.com/documentation/unity/haptics-studio, https://developer.oculus.com/documentation/unreal/haptics-studio, https://developer.oculus.com/documentation/native/haptics-studio: Updated instructions for the Haptics SDK tutorial. https://developer.oculus.com/documentation/web/browser-release-notes: Updated with release notes for Meta Quest Browser 33.3. https://developer.oculus.com/documentation/unity/VK-unity-IntegratePrefab: Updated with new guidance and screenshots. https://developer.oculus.com/documentation/unity/bb-overview: Updated with new guidance for Building Blocks for the Unity Integration SDK. https://developer.oculus.com/documentation/unity/unity-mr-utility-kit-features: Updated with new guidance for the Space Setup system flow that generates a Scene Model. Minor updates: https://developer.oculus.com/documentation/unity/xrsim-data-forwarding, https://developer.oculus.com/documentation/unreal/xrsim-data-forwarding, https://developer.oculus.com/documentation/native/xrsim-data-forwarding: Minor updates for clarity on how to use Quest controllers with the Meta XR simulator, a lightweight XR runtime (for PC, Mac, and Unity) built for developers that enables the simulation of Meta Quest headsets and features on the API level. https://developer.oculus.com/documentation/unity/unity-passthrough-gs: Minor updates for clarity. https://developer.oculus.com/documentation/unity/VK-unity-sample: Minor updates for clarity. https://developer.oculus.com/documentation/unity/controller-animations: Minor updates for clarity. https://developer.oculus.com/resources/publish-release-channels-add-custom: Minor updates for clarity. https://developer.oculus.com/documentation/unreal/unreal-iteration-time-best-practices: Minor updates for clarity. https://developer.oculus.com/documentation/unity/unity-isdk-hand-grab-interaction: Minor updates for clarity. Removed topics: The outdated Unity topic Upgrading Interaction SDK has been removed, as the Meta XR Interaction SDK for Unity is available on the Unity Asset Store as either a set of three standalone packages or as part of an All-in-One SDK.809Views2likes0CommentsPeople app - access from a computer
Hi everyone, I'm trying to access the Oculus platform, specifically the people app and be able to login a user from the exterior of the headset and use Deep Links to be able to communicate an app with the rest of the metaverse (to any android, iOS, or PC/maOS devices, using UE5 as development platform) but I can't see any way to do that, if anyone can help me with any tip or suggestion will be great.626Views0likes0CommentsConverting PWA App into Meta Quest APP
I have launched a Progressive Web App (PWA) for my website priceupdate.com.pk. Then, using PWABuilder, I converted my app into an Android APP and launched the same on the Android Play Store which is live now. I also came across an option on PWABuilder to convert my PWA app into Meta Quest's App. Has anyone done so? Are there any live apps that have been converted from PWA?627Views0likes0CommentsWhy dont use quest 3 controllers cameras for a better hand tracking too
I've been exploring the capabilities of various VR systems and their approaches to tracking accuracy and user interaction. Specifically, I've been intrigued by the Quest 3's use of controllers with built-in cameras, primarily aimed at navigating and interacting within the virtual environment. However, this got me thinking about the potential for these cameras to be utilized not just for their intended purpose, but also for enhancing hand tracking capabilities, similar to how the Valve Index leverages its base stations for precise tracking. Given that the Quest 3 controllers are already equipped with cameras, has there been any consideration or experimental development towards using these controllers as a sort of "mobile base station"? Essentially, this would not replace the standard tracking functionalities but could potentially offer developers and users an optional, more precise tracking method when needed. I understand that the primary function of these cameras is not for tracking in the same capacity as base stations. However, considering the flexibility and innovation in VR development, the prospect of harnessing these cameras for dual purposes seems like an intriguing possibility. This could potentially reduce the need for external hardware in environments where precision is key but the setup of traditional base stations is impractical. Are there any technical limitations or developmental considerations that would prevent the Quest 3 controllers' cameras from being utilized in this dual capacity? Could software updates or developer tools enable this functionality, or is it more a matter of hardware limitations? I'm looking forward to hearing your thoughts and insights on this possibility. The idea of expanding the functionality of existing hardware for enhanced user experience and developer flexibility is exciting and could open new avenues for VR interactions and immersion.Solved3.1KViews0likes1CommentPWA on Quest
I've been experimenting a bit with PWAs and tried to build and install one on my Quest. I notice some posts here with questions (about failures when following the docs) and I'm guessing the same will happen to me. So far I've tried several utilities and while the PWA runs locally or from the website I've been unable to build an .apk. I have little interest in building for a "store" I just need to get something running so I can test things out. Frankly I'm very surprised that PWA development on the Quest isn't finding a bigger niche. It seems plainly obvious that lots of utilities are needed to make working/playing in VR more like working/playing on a PC. I don't mean seeing a PC screen in VR. People won't be sitting in front of their PC all the time. So if anyone has any advice, pointers to tutorials or documentation "that works" or would like to chat about this please post a reply.1.1KViews0likes2Comments[Noob Question] Launching Meta XR Simulator on Native
I was reading this tutorial https://developer.oculus.com/documentation/native/xrsim-native/ It seems like the setup progress has changed quite a bit from when the documentation is written. I try to find more resources on it but on youtube it really only have tutorials for the unity setup. I managed to install the Meta XR Simulator, but can't find resources on how to launch it or any resources that I can read up on will be appreciated651Views0likes0CommentsIs there a way to access the photos taken on oculus
I am currently working on the very first implementation for my research project. I want to sync my photos taken on oculus to the cloud and access those photos through python on my PC. I am assuming that the syncing part is taken care of automatically but is there a documentation/website I can reference for retrieving the photos on the cloud?446Views0likes0Comments