Application Space Warp for Unity OpenXR
We as developers absolutely need the Application Space Warp feature for Unity's Open XR Provider. Currently the only way to activate ASW after all prerequisites are installed is by using Unity's Oculus Plugin and enabling it under in the config. But we should be able to also enable it with Unity's Open XR Plugin. Unitys Oculus Plugin lacks many critical features like hand tracking and passthrough. Sure you could implement these features, by using the meta sdk but that would also mean that you are tied to using the OVR Rig components etc. and not the Unity XR Toolkit. I have been digging trying to find a way to enable app spacewarp in open xr. So far my findings have been that when installing the Meta Core SDK, it adds a couple of features to Unitys OpenXR Plugin (foveation etc.) but not App SpaceWarp. I found out that the MetaXRFeature for Unitys OpenXR already includes the XR_FB_space_warp extension to be initialized on launch. But I have not been able to find a way to actually activate the feature. Using the OVRManager.SetSpaceWarp(true) does not do anything, as it relies on the OculusXRPlugin somewhere along the function. If anybody knows how to enable App SpaceWarp, please let me know as I am all out of ideas. Also I find it quite bad, that things like the fact that the MetaXR Core SDK installs features to Unitys OpenXR are not documented anywhere. The entire Unity OpenXR and Oculus SDK are in general pretty lacking and unstable. It makes the process of developing for the quest unnecessary hard.1.3KViews2likes1CommentExplorting 3d Scans made on the Quest 3
It would be really cool to be able to export the models and textures made while 3d scanning environments using the quest 3. This would allow us to import the scans into a 3d modelling program like blender, to be able to set them up for use in another VR game or experience. In a way it would be helping expand the content available in the metaverse by allowing users to get creative, even if the 3d model isn't particularly high detail, users could add in missing detail via a 3d modelling program. We could also add extra detail by modifying the textures, normal maps, height maps ect. I would love to be able to make a map out of my gaming room for use in a social VR game! People used to make maps in CounterStrike years ago called RAT maps, where they would model an environment where the player was tiny playing in a massive ( to them). Having this feature available would make is much more accessible to create fun content like that. Progress is good ^_^, and the less limitations we have for contributing to the content available the better! Unlock peoples creativity ^_^2.2KViews0likes1CommentOrion - AR - Driving - Eye tracking - Glare
Feature Request: A big problem with driving especially during sunrise, sunset and night driving is the driver being blinded by harsh incoming lights. These can be distracting or dangerous. The Orion prototype is well positioned with its external cameras and eye tracking to measure environmental glare and generate pixels to block some of the incoming light. Imagine being able to put on a pair of Orion glasses prior to driving a car on winding, two-lane roads at night time. Other drivers intermittently strain your night vision as you are looking for animals along the side of the road. With this feature in place, the Orion glasses could significantly dampen the incoming light allowing you to maintain your concentration on the road. Similarly, I believe there is a large opportunity providing context-dependent, information on demand. This could be a heads up display of maps while driving to searching for similar parts in a mechanics workshop or even providing interactive training where surgeons could be remotely assisted.607Views0likes1CommentDisabling App Sharing?
I am a developer for a multiplayer game, we are currently facing a problem where users are abusing app sharing to get around meta account ID bans. Is there a way, for us, as developers to disable the ability to app share our game? If not, is there a way we can get the account ID of who originally owns the game?377Views1like0Comments[Feature Request] Camera and Depth raw data access through USB ADB connection
I know there have been plenty of other posts requesting access to the camera feeds from the Quest devices, and I understand the privacy and potential PR issues that might arise from giving apps access to the raw feeds from the cameras. I know Passthrough Over Link exists, but it's not the original data. What I don't understand, however, is why the raw data isn't accessible through a wired ADB connection... Wouldn't it be possible to enable access to the raw data of each camera and the depth sensor through a wired ADB connection, without exposing it to apps running on the device? Akin to what is done for screen capture as described in https://creator.oculus.com/create-build/capturing-video-from-a-quest-headset/ I'm interested in using the data for my university research, but the lack of access to it is rather disappointing.1KViews4likes1CommentHow to start Eye Tracking Calibration from an Application or ADB
Is it possible to start the Quest Pro eye tracking calibration flow (the one in Settings -> Movement -> Eye Tracking) in either of these ways?: Within an application (whether it is an OpenXR call, android intent, or Unity plugin) Through ADB (intent, executable; can use root permissions) If this is not possible, then I'd like to make this a feature request, as it would greatly improve our user experience 🙂1.6KViews4likes2CommentsAllow predefined HTML attribute in <video> tag to define video as 2D / 3D and 180VR /360VR
I have a small website with VR Videos that are exclusively for Oculus devices. The video-clips are emmbedded with video-Tag. HTML Code: <video controls> <source src="video.mp4" type="video/mp4"> </video> Everytime the user has to select manually the following parameter. 3D-Side by Side, 180°VR or 360°VR. It would be awesome, if Meta can introduce a custom html attribite to video tag to preselect. Eg. HTML Code: <video controls> <source vrangle="180" vrmode="3DSide" src="video.mp4" type="video/mp4"> </video> Or with better naming 🙂 Thank you.1.1KViews2likes1CommentNumeric Virtual Keyboard does not have period button : Meta Quest OS Software
The numeric virtual keyboard from the Meta Quest OS software does not have a period so it is impossible to input textual decimal values with this numeric focused keyboard. Can a period button be added to this keyboard please?653Views0likes0Comments(Suggestion) Finger-based/Non-pointer keyboard
The current keyboard is incredibly slow and inaccurate since it uses pointers, even when hand tracking is on. Rec Room did it much better than Meta's implementation, their keyboard is fully 3d and you have to physically press each key with your controllers, which is much faster and more accurate than using a pointer, and it also wouldn't be an issue with how jittery the current hand tracking implementation is since the keys are much bigger than in typical keyboards. It would be a huge QoL change if Meta added something like that in a future update.463Views0likes0CommentsPotential add on request
So I've been using the Quest 2 for a day when this thought came to my head. Why do we need a bulky cable to use Oculus Link? I know third parties have mostly figured this out (mainly Virtual Desktop), but there are still kinks. So here's a potential add-on request. A little box that slips into your pocket that contains a 60Ghz transceiver for Oculus Link as well as a battery (I'd say 5000 mAh would be respectable enough, though if necessary, you could slim down the battery capacity to make room for the circuitry) to charge the headset. Along with that box, you get a USB-C for the PC side, which also uses 60 Ghz to minimize latency. That way, you won't need a long and bulky cable to use Link, and there's less risk of tripping and falling.1.1KViews0likes3Comments