Educator/student accounts / Unable to add Payment method
It seems I'm now required to add a payment method to set Oculus Quest 2 to Developer Mode. Is there any way for educators and students to bypass this? I shouldn't require students to add credit card numbers to learn how to develop for Oculus Quest 2 ...1.1KViews1like1CommentPackaged app does not start, black screen
Hello, I am working with UE 5.3.2 on Windows 10 deploying on Oculus Quest 2. I packaged and installed the app I am developing. After installation the app does not start. I run it from Unknown sources, it never changes the view to the game view. It either: 1. Does not react at all 2. Turns black for a second and turns the app off 3. Turns the screen black for a second and leaves the app minimised, when turning it maximized it turns the screen back to black for a second again and nothing changes. I have tried referring to several tutorials which are mostly referring to older versions of Unreal or to troubleshooting of this similar problem, like this: https://forums.unrealengine.com/t/issues-getting-unreal-project-run-on-the-quest/128236 . Those proved to provide more options that are version specific or case-specific, none of them worked. Among things I have tried: 1. Changing SDKs and NDKs. 2. Disabling OpenXR. 3. Deploying with different settings (development/shipping/others ASTC/DXT/others). If I should set one of those to something specific (for example that I should always try to deploy ASTC, for the time of the troubleshooting, please let me know). Right now I am kind of losing hope and am looking for some guidance where should I be looking for next steps. Right now I am referring to UE5 documentation, let me know if thats the right approach. Specifically I am trying to use this: https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/5.7KViews0likes11CommentsMeta XR Simulator starts only once
Hi, I have a problem with the Meta XR Simulator v60 in Unity 2023.2.7f1 and Meta SDK v60. When i start a Synthetic Environment Server, set the simulator to active and start the game, everything works as intended. But only exactly once! Afterwards i get always these 2 errors: XR Management has already initialized an active loader in this scene. Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one. Failed to set DeveloperMode on Start. They appear each time until i restart Unity completely (e.g. just stopping the server does not work unfortunately). I think everything should be set up correctly (e.g. plug-In provider is set to Oculus and all the items in the verify checklist are applied), because it runs without problems once... But then it stops, no idea why. Any ideas?Solved4.2KViews0likes4CommentsUsing Aframe (html and javascript), how to access Internal shared storage "Movies" folder?
I'm using the Aframe library to program a Meta Quest 2 using html and javascript. I used a usb cable from my windows PC to the headset to preload a video file on to the headset's Internal shared storage, into the preexisting Movies folder: "Movies/my_video_file.webm". I tried this in html: <video id="my_video_id" src="Movies/my_video_file.webm"> But this gives me an http 404 not found error. And in tried it with "file://" but this gives me "...not allowed". Is there a way for me to set the src attribute so that it accesses that video file stored locally? Or is there any other way to store a video file locally and access it via Aframe so that I don't have to download it from the web server? Example: when running on a desktop browser I use something like this: var dirHandle = await window.showDirectoryPicker(); to get the user to allow access to the PC directory where my video file is stored. But this doesn't seem to work on the Meta Quest Browser.923Views1like1CommentWEB technology for VR (React) + Raspberry Pi (Node (JavaScript) + Python Back-End)
Hello guys, I am not sure if that is the right place to ask or to get guidance, I am a fresh meat here with Oculus. I was wondering if there are any codebases or examples for using WEB technology for VR (React) + Raspberry Pi (Node (JavaScript) + Python Back-End) for Meta Quest 2. I saw a lot of code for C# and other native languages. Maybe there is some sort of wrapper with it e.g like Cordova is for hybrid mobile apps? I am a bit in a limbo now where to start (started checking UnityEngine etc., but I want very optimal solution). I work with A.I. technology where visual is limited and only reason it is used is to show camera view with addons on top like with AR. Maybe anyone can guide me or interested to know more what we are doing and can help? P.S. I would be happy to open public REPO for collaborators where we can work on that if more people want to make it. Possible to make mini-framework for it. Key features focus on roadmap: - Initial setup - Coding standards, configurations - Docker - NestJs framework (ideally for start with JS, has nice integration with Swagger) - CI / CD environment (optional) - Transfer Learning (AI. machine learning) - OpenCV, Tensorflow - Offline Support (when needed)1.1KViews1like1CommentIs WebXR dom-overlay support hidden behind a feature flag?
Hi, I'm trying to use the WebXR `dom-overlay` feature. I've tried some online demos and turning on these Chrome flags: "WebXR Experiments" "Experimental Platform features" But no joy. Is this simply not supported? Is there any plan to support it? Thanks Wayne5.7KViews3likes10CommentsDevelopment of an audio-to-text transcription app for Oculus Quest 2 and 3.
I am developing an application for Oculus Quest 2 that converts audio into text, but I have encountered some issues. I tried using the SpeechRecognition API on a web page, but it doesn't seem to be compatible with the Oculus browser. I also tried installing Chrome, but that didn’t work either. I’ve explored alternatives like Vosk and PocketSphinx, but I haven't had success with them so far. My question is: is there any API or framework compatible with Oculus Quest 2 that would allow me to perform voice-to-text transcription? Any recommendations or guidance would be greatly appreciated. Thank you in advance for your help!1.2KViews1like2CommentsNeed help figuring out how to enable the OpenXR Runtime "Set Oculus as active" option
I am trying to connect my unity editor to my Meta Quest 2 to rapid run and test out my VR apps. However running into issues with the set up. The "set oculus as active" option on my Oculus desktop app is not enabling or responding. This seems to be a key problem. I am not sure why, here are some videos from my end: 1. Oculus Desktop App / https://youtu.be/c5zleDI-EIg 2. Unity Editor Settings / https://youtu.be/2qB6kau6bdQ6.3KViews0likes4CommentsHow to export Quill animations form Unity to an .apk?
So I made a VR animation in Quill. I exported it as an alembic file. Imported it in Unity through an alembic import package. Made a timeline and if I hit play I can see the animation playing and behaving as I would expect (I can also see it with my VR Quest 2 plugged into my Pc). The problem is when I tried to export the .apk form Unity. I just cannot see that file at all.. all the other files that I made from Blender are working, but that alembic one from Quill is not there. Why? Why does it work on unity, on my pc, but doesn't when I export it as an .apk and install it on my Quest 2?1.8KViews2likes2Comments