Authentication using OAuth on Quest - supported flows using browser, QR or companion app?
We have an existing enterprise app that we are porting to Quest. The app is built using Unity and an OAuth service (Azure B2C) is used for authentication. Currently, we support multiple authentication flows, including using browser based authentication and reading QR codes using the built in camera on devices where typing is inconvenient, such as Microsoft HoloLens. I'm trying to find the recommended path for secure authentication for Oculus Quest. Thing's I've tried: browser authentication does not work since the Oculus browser does not appear to allow intent-filters to open applications as per Android default behaviour, see https://forums.oculusvr.com/developer/discussion/89646/feature-request-allow-appps-to-be-launched-via-intent-filters-from-oculus-browser#latest QR authentication does not work, since no QR reading framework is available on the device like it is on other platforms (HoloLens 2 and even Windows Mixed Reality headsets), and since the cameras are not directly accessible to developers either. Quest does seem to have some provisioning for authentication through it's own companion app, but I can find no mention that we can develop our own 3rd party companion app to handle authentication this way? I'm sure there are many other developers looking to authenticate their Quest users through OAuth; how did you manage this?3.2KViews6likes2CommentsPlease create more Oculus SDK Blueprints
Please work with Unreal and implement more Oculus SDK features as Blueprints for Unreal. Things like VoIP, Oculus Avatar integration, inviting friends to sessions/joining friend sessions, and other SDK/OSS features. This would really kickstart a lot of development teams in creating multiplayer VR games using Oculus Sub Systems and SDK features. If there is any news on this topic an Oculus Dev can share or any ETA for new BPs etc. I'd love to hear it:)1.7KViews4likes5CommentsMeta Ray-Ban Display glasses need screen casting/mirroring badly!
I my love my new Meta Ray-Ban Display Glasses but they are severely limited by their small group of apps and functions. A simple way to bypass this and make them super powered would be to let us cast our iPhone or Android displays to the screen! They would no longer be limited to whatever apps Meta would need to make for them and it would cut down wasteful power usage and processing if you allow our phones to do it for you! Please consider this, the Meta display already has something like this in the demo stores to allow the employees to walk the customer through various functions, so allowing us this favor would make them become some of the best work productivity tools ever! Companies like mine that have already developed working apps for us employees could allow us to continue our work seamlessly with production lines and any other tasks that can be done safely with the glasses, thank you for your consideration.380Views4likes3Comments[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.1.1KViews4likes1CommentHow 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 🙂1.7KViews4likes2CommentsAllow 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.1.2KViews2likes1CommentApplication 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.1.4KViews2likes1CommentHow to use hand tracking in Unity Edit mode on v13 integration?
I have a fully functional unity hand tracking project which works perfectly when compiled on the quest. I was happy to hear that I can now test it directly in the play button of the unity editor using Link. I have upgraded my project to v13 , I start quest with link (I see the rift homepage) , my program loads but hand tracking isnt being detected. Do I need to enable it somewhere? kinda weird that there is no instructions at all. Just says available in v13.2.3KViews1like7CommentsOculus Browser 360 Video Specifications?
I've been running tests on playing back 360 video content in the Oculus Browser (assuming its version 10.0) on a Quest and am getting a lot of unusual behavior. The browser doesn't seem to support over/under stereo content in 1:1 or 2:1 aspect ratios. It adds letterboxing and pillarboxing to reformat the content in a 16:9 aspect ratio. It also has very limited H264 level support, I couldn't find any official specs, but based on my testing it looks like anything with a resolution beyond what level 5.1 supports won't play back. "Best" quality I can get so far is a 3840x2160 16:9 formatted mp4 but it doesn't stretch the video properly so you get a black seam line down the back. There's no cubemap support so you can't go to Facebook and play back a video, youtube doesn't work (which isn't oculus' problem per se, but still...) it's essentially a useless browser for anything 360 video related. Is there any resource for best practices with that browser with encoding 360 (i.e: resolution, codec support, frame rate, etc)? Will it be updated to support modern H264 levels?794Views1like0Comments