Explorting 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 ^_^2.5KViews0likes1CommentDisabling 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?392Views1like0Comments[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 🙂1.7KViews4likes2CommentsNumeric 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?655Views0likes0CommentsAuthentication 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?3.1KViews6likes2CommentsOculus 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?769Views1like0CommentsHow 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 v13.2.3KViews1like7CommentsAny project template for Android Studio for NDK ?
Hi, I am still not sure how all that works but could be in a future a request for a "Project Template" where you go like "New project -> Oculus NDK" and gives you a "base" to start with ? Clearly Android Studio appears to have support for something like that. Thanks in advance.425Views0likes0Comments