Please have native support for locomotion devices
It would be great to have native support for integrating VR locomotion devices (Freeaim VR Shoes, Kat Walk, Virtuix Omni, Natural Locomotion, etc.) similar to how it works with SteamVR. In SteamVR, we can implement our own driver that will translate movement from the device to joystick commands. SteamVR loads the driver and then forwards the joystick commands. We can also retrieve useful information from the headset via the driver and send it to the device, such as HMD position and orientation. Currently, to support a locomotion device on the Meta Quest, game developers have to integrate support. This isn't scalable and is a lot more work than if the locomotion manufacturer could just implement a driver/plugin/background process that works for all games that have locomotion.31Views0likes1CommentDetect Ui Changes on my app
Hello im a beginner and not familiar with coding apps for the quest. Im making an app in android studio and looking to figure out how to detect ui changes inside the meta os home interface. Like the windows and these events: Launched. Hidden. Closed. and the window name for each event I've been trying to figure this out but I'm clueless and only managed to detect it for some of the windows: store camera people profile horizon feed browser. But not quick settings notifications settings library. I need overall help on where to begin with this and if it doesn't violate any rules or anything.64Views1like2CommentsOculus mobile SDK in android studio "no module"
Hello, Iam trying to build example from oculus_mobile_sdk on my oculus quest 3, gradle sync is okay, but problem is with project configuration, where android app wants module, which I don't have. Or is there any alternatives except Unity and Unreal Engine ? Thank you !324Views0likes0CommentsHow to alert the user when a background/foreground service completes after device is asleep
I am running a foreground service that takes anywhere from 30 seconds to 5 minutes to complete. I want to play an sound from the headset once the operation is complete, however all of my attempts seem to fail. I have tried using wake locks, local-notifications, and alarms but I can't seem to get the headset to make any noise until it wakes back up when the user places the headset back on. Once you hear the boop from the headset signaling that is asleep there doesn't seem to be any way to get audio from there on. Does anyone know how I can either wake the headset, prevent it from falling asleep, or play sound while the head set it already asleep? Sending a notification to the quest app would also work.328Views0likes0Commentsv69 breaks OpenXR cubemaps with compressed textures
Our application creates a XR cubemap layer and applies textures to it. The cubemap layer is the usual type XR_TYPE_COMPOSITION_LAYER_CUBE_KHR. The 6 textures are loaded from KTX files and use the GL_COMPRESSED_SRGB8_ETC2 format. Starting with v69, this method for creating the environment around the user stopped working and our UI elements just float inside a black empty space. This functionality broke also on our *published* version of the application, so it was probably not caused by a bug on our end. Everything worked fine on v68 and it broke on v69, We have been investigating this issue for several days and it seems that the problem is specifically triggered by the combination of compressed textures and a cubemap layer. Some additional observations: Textures with format GL_COMPRESSED_SRGB8_ETC2 or GL_COMPRESSED_RGB8_ETC2 do not work. Using PNG files for the cubemap does work (GL_RGBA8). Disabling layers also works. Loading other textures with the same formats works (we do it for the controllers).322Views0likes0CommentsRunning 2 or more simultaneous VR apps on Quest
Hi everyone, I'm a PhD student working on a Meta Quest app for accessibility. My current pipeline intends to run a Quest app native on-headset, stream a live feed to a PC (which processes some data from the app), then route some data from the PC back to the headset. Ideally, I'd like to run an application on-device in the background on my Quest that processes the I/O and can run simultaneously with X other app on the device (e.g. send information from Beat Saber to the PC and back). Due to performance restrictions I cannot just run everything on PC. I'm fine with having a tethered connection to the PC to send information from the headset to the PC, but I still need the ability to run Native apps on Quest and display audio/visual data back to the headset. I'm familiar with the Oculus Performance HUD that's able to show a live performance graph on top of Native apps, so there's definitely a way to do this. But it seems like that app may have privileged access to do so (unless I'm mistaken, which I hope I am). As a researcher, I don't mind if a solution requires the headset to be in developer mode, but I don't see anywhere that explains how the performance HUD works or how we could emulate it in our own apps. Does anyone have any ideas on how to run 2 (or more) simultaneous apps on Quest? I'm currently using a Quest 3 but have access to a Quest Pro if needed. I've already checked out related posts (e.g. 1 2 3 4 5) which appear dead, unanswered, or unrelated, as well as the v66 background audio feature releasing soon (not yet available on my headset at time of writing), but that wouldn't solve this issue on its own either. Any ideas? Thanks in advance! 🙂1.2KViews0likes3CommentsAccount linking against an App, not Org
Hi, I have two questions regarding account linking. Question 1: From what I can see, one can only manage account linking for a user with an entire org, not against an app. Is there possible to do this with just one of my apps, not the entire Org? Question 2: I have now implemented account linking as it says in the docs. I have a problem: The user IDs from step 3 and step 5 are identical. I would expect step 3 to give me the OrgScopedID (as one only has specified the org id in the URI), as it now does. However, I would expect step 5 to give me the user’s scoped ID for the app one has specified in the access_token from step 4. It dosent give me this, but rather the same ID as I got from step 3. How can I get an app scoped user ID after initiating account linking?331Views0likes0CommentsDeadlockObserver killing thread when taking screenshot. Game crashes
Hello, We recently saw a case where our app crashed while taking multiple screenshots from the meta quest menu. The error in logs was Abort message: 'DeadlockObserver killing locked thread! [clientThreadMutex_UpdateInputData_PostLock]' backtrace: #00 pc 00000000000cf138 /apex/com.android.runtime/lib64/bionic/libc.so (__ioctl+8) (BuildId: d8622d5c4e8dd5e689e617ac5ed845ff) #01 pc 00000000000933c8 /apex/com.android.runtime/lib64/bionic/libc.so (ioctl+152) (BuildId: d8622d5c4e8dd5e689e617ac5ed845ff) #02 pc 0000000000046894 /system/lib64/libbinder.so (android::IPCThreadState::talkWithDriver(bool)+256) (BuildId: 314b133a4efbd6190f40cc18ebf94921) #03 pc 00000000000478ac /system/lib64/libbinder.so (android::IPCThreadState::waitForResponse(android::Parcel*, int*)+60) (BuildId: 314b133a4efbd6190f40cc18ebf94921) #04 pc 00000000000475fc /system/lib64/libbinder.so (android::IPCThreadState::transact(int, unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+216) (BuildId: 314b133a4efbd6190f40cc18ebf94921) #05 pc 0000000000040448 /system/lib64/libbinder.so (android::BpBinder::transact(unsigned int, android::Parcel const&, android::Parcel*, unsigned int)+192) (BuildId: 314b133a4efbd6190f40cc18ebf94921) #06 pc 00000000000de388 /system/lib64/libandroid_runtime.so (android_os_BinderProxy_transact(_JNIEnv*, _jobject*, int, _jobject*, _jobject*, int)+152) (BuildId: dd10efdb7a2da97a24f23fa08d0fcde2) We are unsure if there are steps we can take to resolve this issue. Would an error like this have been caused by some part of our app not responding correctly to the take a picture command, or is this error in the runtime and beyond our control?328Views0likes0Comments