QR code recognition is not working properly on the new version of Meta Quest.
I recently updated my Quest 3 to version v83, and since then, the app that handles QR code recognition has stopped working correctly. I tried reinstalling the app and a few other basic troubleshooting steps, but it still fails to recognize any QR codes. Is anyone else experiencing the same issue with v83? If someone has found a solution or workaround, I would really appreciate hearing how you resolved it.328Views0likes18CommentswebXR on Meta Quest scan QR code?
Meta Quest with webXR and passthrough I have a webXR project with passthrough and this is working perfect on the Meta Quest 3s with the meta browser! Scan a QR code? But now I want to scan a QR code (printed on paper, laying on the table in the real world) in order to place digital content on top of this QR code. My browser is on the latest version 40.2. I was reading that webXR did not yet have access to the camera API. Is there some progress on this? When can we have access to the camera? Other solution for QR scanning? Or is there an other solution? I do not need the full camera access but only detect the QR code? We made QR scanning with meta quest working in Unity while access to the camera API is available in Unity. But as said we are really looking in this simple QR scanning solution for webXR? As addition to this. We work with three.js. I really hope that QR scanning will be available. This could make AR tours with QR scanning much more easy. And this scanning of a QR should only be done for example 2 times a second. Just to place the content on top of a QR in near-real-time. I really hope to hear115Views1like1CommentQuest 3 OpenXR: Hand Tracking, Vive Ultimate Tracker — Need Both Together
In my project, I am trying to achieve object tracking. I want to place the Vive Ultimate Tracker on a real object while also tracking the user’s real hands on the Quest 3 using OpenXR. The issue I’m facing is that when I use SteamVR Link, the tracker works correctly using the HTCViveTrackerProfile (as shown above) and the Tracked Pose Driver, but the real hand tracking does not work. However, when I use Meta Quest Link to run the same scene, the real hand tracking works, but the Vive Ultimate Tracker does not track. I want to combine both systems so that hand tracking and the Vive Ultimate Tracker work at the same time, and I need a clear conclusion on how to achieve this. Or give me another way to track the real time object and hand tracking10Views0likes0CommentsLower frame rate in Unity app
Hello! I am currently doing a project where I need to reduce the frame rate in passthrough significantly (5-30fps). I cannot find anything in the PassthroughCameraApiSamples or in Meta documentation and have tried throttling to "fake" fps drops in multiple ways. Does anyone have a working solution on how to lower passthrough fps? Thanks in advance!37Views0likes2CommentsHorizonOS v81 update broke Passthrough in startup Splash Screens
Hi folks, This is for a project in a C++ UE 5.5.3-0+oculus-5.5.3-release-1.109.0-v77.0 engine from official Oculus Branch. A recent update to Horizon OS, likely v81, seems to have changed the way Splash screens are handled to now send the user to a black void with particles and wisps flying by. This has created a big problem for our MR application in that now NO Passthrough is visible during splash, which is causing us to fail VRC (Functional.14). This was not an issue before this OS update. These are the settings and image (PNG with transparency) we are using: Even forcing bAutoEnabled to True in DefaultEngine.ini does not help: Setting to Black also gives the same result, which is the black void with a very low resolution proxy of the PNG we have: For reference, this was the behavior before the v81 update: We also scouted other MR apps and it seems they face similar situations (?) Any help is appreciated as we'd rather not request any waivers during our QA process. Thank you! -Sebastian109Views0likes1CommentMRUK: Object not automatically placed on floor in Meta XR SDK 78
Hi everyone, I am working on a Mixed Reality project using Meta XR SDK v78 with MR Utility Kit (MRUK) in Unity 6000.0.55f1 I want to automatically place a 3D machine model on the real-world floor when the scene loads. However, the object stays floating in mid-air instead of being positioned on the detected floor surface. Here’s the code I tried: var room = MRUK.Instance.GetCurrentRoom(); if (room != null) { var anchor = room.GetSurface(MRUKAnchor.SceneLabels.FLOOR); if (anchor != null) { transform.position = anchor.transform.position; transform.rotation = anchor.transform.rotation; } } But, this does not align with the real world in the floor it is in the mid air please let me know to how to fix this. Thanks in advance.66Views0likes2CommentsHow to use a custom QRCode tracking frequency in MRUK
In MRUK (MRUK.Trackers.cs) trackers are updated based on onTrackableUpdated events. private void HandleTrackableUpdated(ref MRUKNativeFuncs.MrukTrackable trackable) { if (_trackables.TryGetValue(trackable.space, out var component) && component) { UpdateTrackableProperties(component, ref trackable); } } Defined in MRUK.Shared.cs. MRUKNativeFuncs.MrukEventListener listener; // ... listener.onTrackableUpdated = OnTrackableUpdated; // ... MRUKNativeFuncs.RegisterEventListener(listener); Which seem to be triggered by native code. RegisterEventListener = MRUKNative.LoadFunction<RegisterEventListenerDelegate>("RegisterEventListener"); Is there any way to edit such code in order to increase the frequency at wich onTrackableUpdated is fired? Will MRUK enable setting tracker update frequency in the future?54Views0likes1CommentOVROverlayCanvas with Passthrough Broken
I was playing around with an app I made and decided to turn it into an XR app with passthrough capabilities and ran into issues. Passthrough: this works as it should I can see the video feed. UI: I had OVROverlayCanvas enabled on the main menu. This is where things get wonky. With the OVROverlayCanvas component set to underlay as the default and no passthrough enabled everything works on the device (editor is another story as it only shows in the left eye and will not show in the right eye no matter what I try, even with a simple canvas. When I turn on passthrough the UI shows but only in my peripheral vision, but if I look directly at it I cannot see the UI anymore it just disappears. Switching to Overlay instead of Underlay it is always visible, but I cannot figure out how to get the hand ray cursor to appear over the top of the imposter UI. Does anyone know how to get either of these to work?110Views0likes4Comments