[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 Dave2.3KViews2likes3CommentsIs there a Meta/Quest UI Kit?
Is there a UI kit available for the Quest system UI? This would be great for prototyping/designing UI to be more consistent with the system UI. Is there anything like this available to developers? I haven't found anything in the dev resources section. Thanks.2KViews1like3CommentsDesign System
flipping through the developer sections for a second now and I see that there is a quick section detailing UI and what the developers have found best to work. what I don't see within the 'User Interface Components' of the 'Immersive VR Apps' is a design system. For example Google's material.io. Is there any documentation that someone can follow to mimic the best practices that you guys have started to create?2.3KViews1like0CommentsUI clarification in the store
I just had an issue caused by confusion regarding buying a game and realizing after that there is a different version to play stand alone and a different version to play linked to a PC. I suggest 2 labels for the store (PC) and (SA) for stand alone, to make it more clear what version of the game i am purchasing, these labels should be right next to the tittle. Also i believe during the set up tutorial there needs to be a purchasing product tutorial that explains what these labels mean and what they mean for the customer. I'm sure im not the first person to buy the wrong version then causing the developer more money by having to contant support and submitting refund request. Furthermore, a way to cancel a refund request once you have applied for it in case you change your mind on a game you asked for a refund but then decide you dont want the refund and rather keep the game. Currently this happaned to me and now i must wait for the refund then re purchase the game after the refund has been issues, cause everyone just more payment proccessing fees.1.1KViews0likes0CommentsEffective Camera Settings ( focal length, fov) for Quest screenshot video.
Hello, I'm prototyping some interactions for Quest in after effects. I'm overlaying some interactions on top of an existing development using the screen capture video. How should I setup my AE camera below so what I overlay on to the video looks correct and behaves correctly in 3d space. Thanks! I know the476Views0likes0Comments