(Resolved) Meta Quest mobile app disables Oculus Go. Setup stucks at "Health and Safety".
Update March 27th: The build 260 is available. https://apps.apple.com/us/app/meta-quest/id1366478176 ----------- Update March 25th: Meta Store support told me that the latest mobile app Version 259 was released with a fix to resolve the issues described in this thread. So, the resolution was given officially. Thank you Meta for the fix, and thanks everyone in this thread as your voices indicated how this issue was significant. 😄 ---------- During setup of Oculus Go by Meta Quest for iOS Version 257.0.0.9.106, I could not play "Health and safety" video, although I pressed "Watch Video" button. As a result, I cannot complete setup my Oculus Go. How do I proceed with the next steps? I also tried the setup by Meta Quest for Android, but the symptom is all the same. Version 258.0.0.9.109 released on Marth 13th also show the same symptoms. Still the setup fails and the headset becomes useless. I can click "Continue" button. But all the three links are inactive. As the video never starts, I cannot complete the setup. My headset becomes a photoviewer of single image prompting me to grab smartphone.Solved35KViews12likes131CommentsWhat is the most incredible thing you experienced with the VR ?
I just bought a quest 3. It's amazing and i love it but i want to experienced all the possibilities and i'd like to show to my wife how incredible it is. I tried to show her some 360 vidéos in YouTube VR but the quality was horrible. So, Except video games, what is the most "wahou" experience you had with the VR, so far ? Tourism, vidéo, film, walk, etc... I don't really care but it has to be outstanding !15KViews0likes9CommentsVirtual 3D world anchored to real-world landmarks
## Introduction In an era where immersive technologies have struggled to gain widespread adoption, we believe there is a compelling opportunity to rethink how users engage with digital content and applications. By anchoring a virtual world to the physical environment and seamlessly integrating 2D and 3D experiences, we could create a platform that offers enhanced productivity, intuitive interactions, and a thriving ecosystem of content and experiences. We build upon our previous vision for an AR virtual world by introducing an additional key capability - virtual identity augmentation. This feature allows users to curate and project their digital personas within the shared virtual environment, unlocking new dimensions of social interaction, self-expression, and the blending of physical and virtual realms. ## Key Concepts The core of our proposal revolves around an AR virtual world that is tightly integrated with the physical world, yet maintains its own distinct digital landscape. This environment would be anchored to specific real-world landmarks, such as the Pyramids of Giza, using a combination of GPS, AR frameworks, beacons, and ultra-wideband (UWB) technologies to ensure consistent and precise spatial mapping. Within this virtual world, users would be able to interact with a variety of 2D and 3D elements, including application icons, virtual objects, and portals to immersive experiences. As we previously described, the key differentiator lies in how these interactions are handled for 2D versus 3D devices: 1. **2D Interactions**: When a user with a 2D device (e.g., smartphone, tablet) interacts with a virtual application icon or object, it would trigger an animated "genie out of a bottle" effect, summoning a 2D window or screen that is locked to a fixed position in the user's view. 2. **3D Interactions**: For users with 3D devices (e.g., AR glasses, VR headsets), interacting with a virtual application icon or object would also trigger the "genie out of a bottle" effect, but instead of a 2D window, it would summon a 3D portal or window that the user can physically move around and even enter. ## Virtual Identity Augmentation One of the key new features we are proposing for the AR virtual world is the ability for users to place virtual objects, like hats, accessories, or digital avatars, on themselves. These virtual objects would be anchored to the user's position and movements, creating the illusion of the item being physically present. The critical distinction is that 2D users (e.g., on smartphones, tablets) would be able to see the virtual objects worn by other users in the shared virtual world, but they would not be able to place virtual objects on themselves. This capability would be reserved for 3D device users, who can leverage the spatial awareness and interaction capabilities required for virtual object placement. These virtual objects placed on a user would persist across devices and sessions, creating a consistent virtual identity or "avatar" for that user within the AR virtual world. This virtual identity would be visible to all other users, regardless of their device capabilities (2D or 3D). Importantly, the virtual objects used to create this virtual identity could also be leveraged to partially or completely obscure a user's real-world appearance from 2D video, photo, and 3D scanning. This would allow users to control how they are represented and perceived in the blended physical-virtual environment, providing greater privacy and security. ## Enhanced 2D Interfaces for 3D Users Building on our previous concept, we can further enhance the user experience for 2D applications, particularly for 3D users. By leveraging the depth and spatial characteristics of the 3D interface blocks, we can unlock new ways for users to interact with and manage their virtual applications and content. Some of the key capabilities include: 1. **Contextual Controls and Information Panels**: The sides of the 3D interface blocks could display shortcut controls, supplementary information panels, and other contextual elements that 3D users can access and interact with as they navigate around the application window. 2. **Dynamic Layouts and Customization**: 3D users would be able to resize, rotate, and reposition the side panels and controls, enabling personalized layouts and ergonomic arrangements tailored to their preferences and workflows. 3. **Multi-Dimensional Interactions**: The 3D interface blocks could support advanced interaction methods beyond basic clicking and scrolling, such as gestures (grabbing, pinching, swiping) and voice commands to interact with the contextual controls and information. 4. **Seamless Transition between 2D and 3D**: Despite these enhanced capabilities for 3D users, the 2D application windows would still function as regular 2D interfaces for users without 3D devices, maintaining a seamless collaborative experience across different device types. ## Potential Benefits and Use Cases The enhanced AR virtual world concept we propose offers several potential benefits and use cases: 1. **Increased Productivity and Ergonomics**: By providing 3D users with enhanced controls, contextual information, and customizable layouts, we can improve their efficiency and ergonomics when working with 2D applications. 2. **Intuitive Spatial Interactions**: The ability to physically move and interact with 3D portals and windows, as well as the option to place virtual objects on oneself, can lead to more natural and immersive ways of engaging with digital content and applications. 3. **Virtual Identity and Self-Expression**: The virtual identity augmentation system allows users to curate and project their digital personas, enabling new forms of social interaction, status signaling, and even monetization opportunities. 4. **Privacy and Security**: The option to obscure one's real-world appearance through virtual identity augmentation can provide users with greater control over their digital privacy, especially in public spaces. 5. **Collaborative Experiences**: The seamless integration of 2D and 3D interactions within the same virtual environment can enable users with different device capabilities to collaborate on tasks and projects. 6. **Extensibility and Customization**: Providing tools and APIs for developers to integrate their own applications and content into the virtual world can foster a thriving ecosystem of experiences. 7. **Anchored to the Real World**: Tying the virtual world to specific real-world landmarks can create a sense of spatial awareness and grounding, making the experience feel more meaningful and connected to the user's physical environment. Robotics Safety Integration Real-time visualization of robot operational boundaries Dynamic safety zone mapping visible to all platform users Automated alerts for boundary violations Integration with existing robotics control systems Unified space mapping for multi-robot environments Environmental Monitoring Visualization of invisible environmental factors Air pollution particle mapping CO2 concentration levels Temperature gradients Electromagnetic fields Real-time data integration from environmental sensors Historical data visualization for trend analysis Alert systems for dangerous condition levels Construction and Infrastructure Real-time 3D blueprint visualization Infrastructure mapping Electrical wiring paths Plumbing systems HVAC ducts Network cables Safety feature highlighting for drilling and renovation Progress tracking and documentation Client visualization tools for project understanding Augmented safety checks and compliance monitoring Inventory and Asset Management AI-powered real-time inventory tracking Integration with camera-based stock management systems 3D spatial mapping of warehouse spaces Automated photogrammetry for stock visualization Real-time update of virtual inventory models Cross-reference with ordering systems Predictive analytics for stock management ## Conclusion By combining the core concepts of an AR virtual world with the added capability of virtual identity augmentation, we believe we can create a compelling platform that addresses the shortcomings of past immersive technology efforts. This vision not only offers enhanced productivity, intuitive interactions, and a thriving ecosystem, but also unlocks new dimensions of social interaction, self-expression, and the blending of physical and virtual realms. Creating a shift toward a 3D society, by including 2D phones. Leading to a new 3D app store. We invite you to explore this concept further and consider its potential impact on the future of computing and human-computer interaction. Together, we can shape a new era of spatial computing that bridges the gap between the physical and digital worlds.Using Native Libraries (gstreamer) on Oculus Quest II
My goal is to stream video over udp on a LAN and view it with my Oculus quest. I'm using gstreamer to set up the stream on my network, I'd like to use the same software to view the stream on my Quest. I've tried a couple of different ways to do this. The first is the GStreamerUnity plugin for Unity. This runs fine on desktop, and I can even deploy it to Oculus quest via provided .so files. However, the application silently dies (according to logcat) at plugin loading. I gave Unreal Engine a shot with the UE4-Gstreamer plugin for Unreal 4.26 but I ran into the same problem - runs fine on desktop, silently dies on quest even with static ARM64 android .a files included via the plugin build.cs. So, first question: Are these libraries NOT dying silently, is there some messaging you all might be aware of that I'm missing for debugging purposes? Secondly, my intuition tells me this is probably an NDK mismatch problem or something? As in, the libraries I'm using are compiled with one version of the NDK (or whatever) and are throwing errors, even though the application itself was built with the correct versions of everything. Does that sound reasonable? Finally, has anyone gotten low latency video streaming to work on Oculus Quest in their Unity or Unreal application via GStreamer, FFMPEG, or some other means? Would you mind sharing the magic?3KViews1like3CommentsIssue on playing 8K video
Hi, I am currently developing an app that plays 180-degree 8K high-definition VR videos. Although there have been no changes in our code, we’ve noticed that video playback stuttering has become more frequent recently. Could it be possible that any changes made in the latest OS updates (V67 or V68) might be affecting this issue? Thank you.405Views1like0Comments- 910Views0likes0Comments
Meta Quest Media Studio - How Do I View Drafts?
I've uploaded a draft video to the Meta Quest Media Studio. The Documentation seems woefully out of date as it references the Go: Selecting "Save as Draft" will allow only other people in your Oculus Organization to preview and review the content in headset. The draft content will show up under "Media Studio - My Videos" shelf in the Meta Quest TV application on Go. I don't see such an option under Meta TV on my account. Other users in our Organization (all Admins) don't see such an option. The only way I was able to view this draft in my headset was: "View Meta Quest Page" Click "Watch in Device" Click "Open" next to my chosen device Watch it in the headset Am I missing a setting or option to be able to view drafts in my headset? What about other people in my Organization?538Views0likes0Comments