Accessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.125Views1like0Comments3D Raycast from hands... where is it coming from?
I have a Unity Mixed Reality project... and added the hands and real hands and that's cool. Tossed in a Zombie so I can try to get him to follow me or I can shoot him (finger gun special). Now I want to fixup the ray cast from the hands/controllers so I can interact with game objects from afar... but I'm not even sure where that ray is coming from so I can see the script. My "change" would be to have the ray extend 50m... and return a bunch of "hits" with "target class:" GameObject, yellow [put an explosion effect on that zombie -- if it's hitting the mesh] Interactable, a blue disc appears [press trigger to activate object] something from the 3d depth [depth raycast], an orange disc appears [put bullet hole on that] a scene object [floor/wall], a green [grounded] disc appears (note that that may not be the final terminus -- if there's "more models" outside the window or wall (or maybe you're picking something on the other side of a table).... [code has to see if you can shoot through it] All of course, flat against the object, and usable in code (you might be able to fire a laser through the window, but it won't go through a wall; code will see if that works)... But... I don't know where to look... the ray from the hands does #3... but I don't know where in the Asset Tree it's coming from --it will probably also tell me how to make those discs (is it a Gizmo, or a GameObject?). I figure I can add #1/2 [from the cubes, but I haven't quite figured them out yet either, and #4 [EnvironmentalRayCast [ERC] but I might have to iterate on that one because I don't see a "give me all the hits" from the ERC). Questions: a) Where is this 3d ray coming from in the asset tree so I can learn? b) Is there a good way to "scale" the discs so they're "always ~20px dia" no matter how far away they are? c) It looks like I need to change the shader of my zombie, but I'm not getting the terminology -- it occludes fine (eventually I want the IRL table to occlude it), but I need to say "oh, user picked the bellybutton -- spawn an explosion effect in his gut..." -- and how do you change shaders anyway? I can change materials from the editor, but...?Solved37Views0likes1CommentWho do I have to talk to, to get this done right?
Your art director may need to be replaced. Here's a common sense suggestion, that Meta needs to implement into the user interface; allow the user to adjust the opacity of the tool bars and menus, from 0% - 100%. If you decide to do things "your way" then make the main menus: the horizon feed, the navigation bar, appz background, 0% transparent, and **Be Sure To ADD DROP SHADOWS**, behind every text, div , box, and so on, to counter light colors in the far background such as walls, or television program. The Main thing is to be able to see your background sceneries in both mr/vr . The second thing which should have been the first thing, because you had it right in a earlier version, when Meta allowed us to carry a compact version of the menu around like a tablet. That was the greatest concept yet in my opinion. Meta need to allow the users to adjust the menus and navigation bar, through stretching, (not just expand) but adjusting the size of the actual navigation menus, the way they automatically do it when you move them away and towards you. The user should be allow to adjust it manually, for those that wear corrective lens, that would allow them to adjust the menus to a view that they can see clearly while searching for their favorite app, or for just general reading of text. Its selfish and counter intuitive to be the developer and then adhust the screen distnce and size to how you see fit, rather than giving the user full control of the distance and size of the bar and menus. Currently if i want a larger menu screen and bar, I'd have to lean back if im sitting, stretch the screen, and then sit forward for the screen to be closer and larger, without it shrinking like when I pull it towrds me. I want it to stay the same size i had it adjusted to just closer. I would like some feedback regarding this so I am assured that i am not just typing this for my health. I hope I'm not here just wasting my energy sharing ideas that I believe you should have figured out a long time ago, as a simple fix. You should be adding things and not replacing them, unkess necessary. The original backgrounds were good, but then someone went left, and ebtered their second childhood it seemed. But again hope this is not a waste of time for me, if you're not even taking things like this into consideration but chose to take advice from 9 year old using their parents equipment. Stop preying on children, they should not be the focus. Children want to do what the adults do, that's why they gravitate to gta, baby stuff is simply for babies, and if you have a baby, that baby almost always want your things over theirs. Cater to the adult, modern age people, or you'll be stuck on 67, which is brain rot. It similar to rapp music, this stuff is for a certain demographic, they should be catered to, and as time goes one focus on the same age group, as well as your first supporter. The ones that got you this far, by spreading the word, and most people still haven't even tried vr. So again, I do expect feedback. You should be paying me for this advice, seriousor. But I want to see you win, because if you win,in my mind I should he winning being i been here since 2019. horizon worlds was a big waste of time, when Meta could have made this thing futuristic, but instead, focused on children that don't pay money, and then tried biting an idea from a newer but degenerate console when Meta already had the bread and butter You just need to adjust what you already had/have, and that's allowing three things to the disposal of the user: transparent menus (with drop shadows under text and icons, and tinted boxes), allow manual adjustment to the actual size of the menu (not just expanding) and allow a compact version of the menu (or bring back the original compact model) like you had several updates back. [I dont even know why yall got rid of that]. That was a real slow move, because anyone complaining about that may have been trolling you or just complaining just to complain. I used to do graphic design once upon a time. So it's wierd for me to see a newer generation, designing like degenerates. And I have to blame the art director and project management because that's such a simple fix, you're just changing the opacity and/or allowing the user to adjust them. Its a simple code. Even the stretching, instead of having it as static, assign it to stretch. But I went on a tangent, but I came back and doubled down. If I came off rude sorry, but seriously what's going on over there? I've been here since 2019. If you want a change just update and enhance what you already have. Feedback please. Even if its to call me an A-hole 🙏30Views0likes1CommentLink does not have passthrough enabled?!?
Hi guys, I'm getting this error... "Link installed on the machine does not have passthrough enabled which is used in the project. Please enable it in Settings > Beta > Passthrough over Meta Quest Link." It's happening because this code in OVRProjectSetupDeviceTasks is failing... private static bool IsPassthroughEnabledOnLink() { return GetLinkWindowsRegistryValue("PassthroughOverLink"); } I'm a little embarrassed to say this, but... I don't have a Beta section in my Settings. Where do I find look for this? -Chilton242Views2likes6CommentsGenerative AI 3D modeling
The new AI 3d modeling is really bad. It's not really the modeling, it's the images. They are terrible and lead the modeling stage the wrong way. Some of them aren't even in frame, which makes the model incomplete. the AI used to be so much better. I know they are saving money, but this is bad29Views0likes1Comment