Suggestion: Allow apps to request permission to access camera feed(s)
The developer blog says: "We built Passthrough API with privacy in mind. Apps that use Passthrough API cannot access, view, or store images or videos of your physical environment from the Oculus Quest 2 sensors. This means raw images from device sensors are processed on-device." That's all well and good, but what if an application has a legitimate reason to need access to that data? I can think of several such use cases: A camera app for taking pictures/recording video in 3D Mixed reality experiences that implement computer vision algorithms to react to things in the real world A more advanced version of Waltz of the Wizard's mixed reality sandbox that allows changes to be made to objects in the real world (well, at least how they're displayed in the headset 😉) using image processing filters Trippy effects that go beyond the pre-existing filters in the SDK I'm sure there are many others as well. From my understanding, none of these use cases are currently possible on the Quest, even though there's no reason they shouldn't be with the hardware that's present. I couldn't even code it for my own experimentation unless I find some way to root the headset, which is annoying as I spent $1,500 on a Quest Pro and shouldn't be prevented from using its hardware as I please. So what I recommend is adding an API for accessing this raw image data, which would of course only work if the user grants permission to the app. Apps can already do this on smartphones with no issues, so I don't see how the Quest would be any different. The Oculus Store, of course, can also set policies as necessary, such as requiring apps to keep the image data on device whenever possible, and to never send it to a remote server without the user explicitly giving permission. I'd have posted this in the SDK Feedback section, but for some reason it says I'm not allowed to start a thread there, so I'm posting it here instead.10KViews30likes17CommentsSoftware requires root access
Hello! I would like to know if there is a way to install an x-system for oculus quest 2. I serve a software called A\VROS, and using it on Quest 2 would be possible, if I can get root access to android linux. Ofc, users need root access to install and configure linux software, with the x-system, so I'm interested if this is possible, or is it against some kind of ToS? Using A\VROS is possible with a link cable and external computer, but its not optimal for quest 2 that has its own linux based operating system, and can do everything a PC can do, if given enough access to software installs.4KViews0likes2CommentsOculus Quest 2 Connection to an Arduino via Bluetooth is highly unreliable
I'm having trouble successfully connecting an Arduino to my Quest 2 using Bluetooth. In the Bluetooth devices section I can see the Arduino, but sometimes I can't even pair with it for apparently no reason. Whenever I do pair with the Arduino (by repeatedly forgetting and restarting both devices), it usually just stays paired, but pressing "+ connect" does nothing and the keyboard functionality doesn't work. Then I have to repeat forgetting and re-pairing the Arduino until after multiple tries it finally does pair and seems to be connected. At this point the devices function well and it is possible to use Arduino to send key-presses to Quest 2. However at any point the connection might silently drop for seemingly no reason and I have to start the entire process from the beginning. Is the unstable connection to Bluetooth devices a known issue? Are there any tips or suggestions to things I could try to stabilize them and help them connect first try?Solved3.5KViews0likes3CommentsWhy 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.Solved3.3KViews0likes1CommentDeveloper HUB: OVR Wont install
We are currently trying to port our current indie game to Meta Quest and would like to run performance tests here as soon as possible. Unfortunately, the Developer Hub does not seem to be able to enable OVR on the Quest. As soon as we press OVR Metrics Tool->Install, the install button is grayed out and says "Removing..." but nothing happens. When you go to Downloads->Applications->OVR Metrics Tool, there is a never ending loading bar and a label with the text "Uninstalling..." and a loading spinner rotates. If you go from there back to "Device manager" the "Removing..." is gone again and the "Install" button is there again. the process can be repeated any number of times without result. Also restarting Quest and PC lead to nothing. Otherwise, the Developer Hub runs well, it can transfer apps, perform various remote controls and the performance analyzer also provides some data. But what we really need is the OVR.3.3KViews1like7CommentsLooking for 3d CAD files of Meta Quest 3 Controller.
Hi everyone, I'm Felix from Haply Robotics. We specialize in creating haptic force feedback technology that brings a tangible sense of touch to VR experiences. Our work is all about pushing the boundaries of what's possible in virtual reality, and you can see some of our projects at Haply.co. We’ve had great success in integrating our tech with the Meta Quest 2 controllers by designing an adapter to connect the controller to our robot. I was pretty annoying to use the mesh models to do a good job at this. We are now trying to do the same for the Meta Quest 3. To make this happen, we're in need of the surface or solid models of the Quest 3 controllers, anything usable in CAD, so no mesh ideally. This would significantly accelerate our design process and ensure seamless compatibility with the latest Quest technology. I’m reaching out to this community in hopes of connecting with someone from Meta who can assist us with this or someone who could share those files. If anyone can point me in the right direction or provide the contact of someone who can help, it would be greatly appreciated. Thanks for reading, and I’m looking forward to any guidance or connections you can offer! Felix2.7KViews0likes2CommentsUnity3d read USB serial port data in app in Oculus Quest 2
I try to create program in Unity, that will be conect Arduino project with Oculus Quest 2 using serial port (USB to USB). And i have few questions: 1) What the device nameof USB port (I found that the name is /dev/ttyHS0 but not shure) 2) Can i get access to port? Curently i get message that access denied (chmod: crw-rw---- and i can't change it) The main idea is read information from Arduino device in string format and work with this in Unity Apk. In Manifest was added all requered permisions.2.7KViews0likes2CommentsSteam VR app get stuck in loading space using Oculus Quest 2
Hi Guys, First of all, I'm not sure this is the right place to post this issue, so I apologize in advance if it's not. When I launch an openVR app I developed in a certain laptop I can see the app running normally in the laptop, but in the headset (Oculus Quest 2) I'm stuck in the SteamVR's loading space (with dark mountains in the background). The tracking is working, the movement and actions I do with the headset and controllers updates the scene in the laptop mirrored window. I found a similar problem in the community forum but without solution. https://forums.oculusvr.com/t5/Support/Can-t-get-Steam-VR-to-work-at-all-w-Airlink/td-p/975374 However, this problem is happening only in one laptop I acquired recently. I've tested in other two computers (other laptop and one desktop) and everything works fine. So I think it might be some incompatibility between Oculus drivers and the laptop hardware (I'm already assigned to the public test channel). The specs of the tested machines are below. (I'm also facing another problem with this same set of hardwares that looks to be related to this one. I posted it in the community forum: https://forums.oculusvr.com/t5/Support/Black-screen-in-Quest-Link-remote-desktop/td-p/981659 ) First laptop (not working) - AMD Ryzen 7 5800H with an integrated Radeon Graphics - Nvidia Geforce RTX 3060 Second laptop (working) - Intel i7 10a gen with an integrated UHD graphics - Nvidia Geforce GTX 1660 Ti Desktop (working) - AMD Ryzen 7 3700X (no integrated GPU) - Nvidia Geforce GTX 1660 SUPER They all run Windows 10 Pro.2.6KViews1like0Comments[Feature Request] Integrate Tracked Keyboard with Meta Remote Desktop
I've been experimenting with Tracked Keyboard (Logitech MX Keys Mini) and Workrooms recently and have noticed a few UX/usability issues. The tracked keyboard communicates directly with the Quest, which makes perfect sense if you plan to use it as a direct input while using the Quest. However in Workrooms, when you bring your PC (or Mac in my case) in to the workroom, the keyboard does not control the PC. This is a major source of friction from a usability/UX perspective. A possible solution, and hence the feature request, would be to integrate the tracked keyboard with Meta's Remote Desktop app as the intention in this scenario is to control and directly input in to the PC. This way the user sees the keyboard (passthrough), the keystrokes are inputted directly to the PC, and Remote Desktop can pass keyboard events, positioning, etc. to the Quest. It does throw up the issue of two modes of Tracked Keyboard (one directly to Quest, the other to Remote Desktop), however cognitively this is easier for a user to manage than having two separate keyboards on the same desk (one for the Quest another for the PC), or to have the disconnect that the Tracked Keyboard doesn't directly control the applications on the PC that are brought in to Workrooms. I hope this helps. rgds Dave2.3KViews2likes3Comments