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?3.2KViews6likes2CommentsExplorting 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 ^_^2.6KViews0likes1CommentHow 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 v13.2.3KViews1like7CommentsPlease 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:)1.7KViews4likes5CommentsHow 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 🙂1.7KViews4likes2CommentsApplication 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.1.4KViews2likes1CommentOption To Disable Oculus Dash
I'm sure this has been posted many times before, but that's part of why I'm posting this as well. I want the developers to hear this as much as possible. Many users, myself included, have had a lot of performance issues since the release of Core 2.0 due to the Oculus Dash. I can personally confirm that the Dash process consistently uses 25 to 30% of my CPU. Processing time that I desperately need back for my games to perform like they used to. Please, Devs. Give us an option to disable the Dash feature. I barely use it, and it severally impacts my ability to play my favorite games. I know a lot of users enjoy it, so I'm not asking you guys to get rid of it completely. Just please give us a way to turn it off, for the players who's PCs aren't quite up to handling that extra CPU load.1.3KViews1like0CommentsFeature Request: Getting from code if user want Oculus audio or Windows default
(This question is about LibOVR and not the AudioSDK, that why I post in PC Dev' and not in the Audio subforum ^^") Hi, Maybe I missed something, Inside the device configuration the user can choose to use the integrated rift headphones/mic or the default windows sound device. I'm not using the Audio SDK (because no public C++ SDK has been released yet...) so I'm working with OpenAL. The thing I need to know is how to get by code the state of these settings : http://puu.sh/oFT0h/9963f11a0c.png I've check the OVR headers documentation and I didn't find anything relevent. If there's no way to do this, please consider this post as a feature request. This could come in handy for other developers. :-p1.2KViews0likes3CommentsAllow 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.1.2KViews2likes1CommentFeature request (1.3.0) : Dismiss Health & Safety Warning with the keyboard
Hi, I'm in the situation that I'm not at home and I'm just working during my free time on a peice of code and I can't test it because I don't have a rift attached (I'm using a debug HMD with 1.3.0) And I dont have an Xinput controller on hand. So, I can't gaze on the dissmis button, and I can't press A on the controller. I'm stuck because the service is probaly displaying the H&S warning, ovrSessionStatus.IsVisible stay at "false" and the rift service doesn't write to the mirrorTexture... So yeah, I'm stuck \o/ Plus I'm thinking of multiple situation that dismissing it with the keyboard would be nice. Like when launching something like VirtualDesktop from the Oculus App. Or games that use special controllers, like Elite Dangerous (My Hotas is not a "xbox" thing) ^^"1.1KViews0likes3Comments