WebXR-WebGPU-Bindings for Dynamic Gaussian Splatting
Hello MetaStoreHelp, I'm currently researching in the direction of human performance capture with dynamic gaussian splatting and want to implement a performant web viewer which runs on Meta Quest 2 and 3. Therefore I would love to use the WebXR-WebGPU-Bindings which allow to use WebXR with WebGPU instead of WebGL. The WebXR report page indicates that these bindings are not supported when I check it on my Meta Quest Browser with the latest update. My Problem is, that I'm already in development and need this feature as soon as possible or I have to work with WebGL which does not support compute shaders. So my questions are: Will the bindings be supported in the near future? If yes, is it possible to get early access? Thanks in advance and best regards, Steffen3.3KViews1like11CommentsError on Building to WebGL - Colliding Plugins?
Hello, Meta forums! My team is dealing with an issue regarding building to webGL with a Unity project that includes the Oculus Meta All-In-One package. Specifically, whenever we try to build to WebGL, we receive this error: Plugin 'InteractionSdk.dll' is used from several locations: Packages/com.meta.xr.sdk.interaction/Runtime/Plugins/Win64/InteractionSdk.dll would be copied to <PluginPath>/InteractionSdk.dll Packages/com.meta.xr.sdk.interaction/Runtime/Plugins/Win32/InteractionSdk.dll would be copied to <PluginPath>/InteractionSdk.dll Please fix plugin settings and try again. UnityEditor.Modules.DefaultPluginImporterExtension:CheckFileCollisions (string,string[]) UnityEditorInternal.PluginsHelper:CheckFileCollisions (UnityEditor.BuildTarget,string[]) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Plugins colliding with each other. We're not sure why this duplication is happening. We found that removing the dll file from the Win32 folder prevents this error, but we consider this a band-aid solution that we'd have to do each build. Since the dlls are managed by the UPM, we're unable to modify the import settings to exclude them for the WebGL platform ourselves. Are there any configuration settings or other solutions we could use to solve this? Important note: we aren't trying to implement VR in WebGL. However, our project does have a WebGL build and would like to maintain this build on the same branch, if possible.1.8KViews1like3CommentsBuild Support for OVR Lipsync in WebGL
Hello I was trying to build an web app using OVR Lipsync in Unity, it works perfectly when used in unity but it doesn't seem to work for WebGL build. I get this type of error - "output 2.framework.js:10 DllNotFoundException: Unable to load DLL 'OVRLipSync'. Tried the load the following dynamic libraries:" Can someone guide me on how to add this functionality to compile this plugin for WebGL. Thanks.1.1KViews0likes0CommentsCompiling Oculus integration to WebGL
Hi, we're currenly working on a VR product and we want to build this also to WebGL and Windows (both Vr not included). In our assets we have the latest Oculus integration but on WebGL we get the error: How can we make a build to WebGL without deleting the full oculus integration? Ex. Build WebGL -> Exclude Assets/Oculus/*1.2KViews0likes1CommentWebGL context lost after oculus browser update
Hi I have encountered weird issue that is manifesting only on our Oculus Quest 2 after web browser update. If you open up Shapespark viewer on Oculus Browser in Oculus Quest 2 headset there is an issue with meeting mode. The WebGL Context is briefly lost and restored (or will crash browser) Link to example meeting: https://kamilmodzelewski.shapespark.com/shapes/#meeting-key=J4FAMBpIgXKAW1kD I have tested meeting feature on multiple devices, multiple systems, various browsers. Meetings had worked fine before Oculus Browser update to Chromium version: 104.0.5112.111. (not sure what versions was before update) Issue is still present after update to Chromium version: 106.0.5249.168 There are no errors that could point me in right direction when debugging issue with Chrome developers tools (only WebGL Context Lost) The issue might occur during Twilio preflight phase: https://www.twilio.com/docs/video/troubleshooting/preflight-api. Any advice would help!818Views0likes0CommentsWebGL glUniform1iv driver bug when setting sampler texture units
Hello, I'd like to report a bug to the Oculus dev team, although it's not exactly clear where I can open an issue and track progress on this issue. The issue arises when setting samplers texture units using `glUniform1iv` instead of the more common `glUniform1i`. I adapted a WebGL sample from the samples repository to reproduce the issue reliably on Oculus Quest2, here is the repro: https://github.com/hugoam/WebGL2Samples/blob/oculus-gluniform1iv-sampler-bug/samples/sampler_object.html Specifically those lines: gl.uniform1iv(uniformDiffuse0Location, new Int32Array([0])); gl.uniform1iv(uniformDiffuse1Location, new Int32Array([1])); gl.uniform1iv(uniformUDiffuse0Location, new Int32Array([2])); gl.uniform1iv(uniformUDiffuse1Location, new Int32Array([3])); Any advice on where I can forward this issue to the proper authorities would be appreciated 🙂676Views0likes0CommentsDoes WebGL work for the Oculus Browser?
I tried two different WebVR demos, but they both give an error on Oculus Browser (Oculus Go, and some reported for Quest also). The demos I tried: https://de-panther.github.io/unity-webxr-export/Build/ https://mixedreality.mozilla.org/unity-webxr-export/Build/ The error I get: Internal Unity error: gles::GetProcAddress("glFramebufferTextureMultiviewOVR") was called. gles::GetProcAddress() is not implemented on Unity WebGL. Please report a bug. So anyway, my question is, does WebGL work for the browser on Oculus? Does anyone have a working demo please? Thanks a lot!2.3KViews1like0CommentsSevere Aliasing in Oculus Browser
As a VR photographer I am excited that Oculus Browser supports WebGL, so that we can now show tours in immersive VR on Go and Gear VR. But I am sorry to have to report a serious problem. Every 360 photo that I view via Oculus Browser on GVR or Go has bad "shimmer" -- motion aliasing. Viewed on an app -- 360 Photos, Gala360, etc. -- the same photos are entirely free of shimmer. Many others have obsered the same thing. Naturally the WebVR client I am most conerned about is krpano, which powers much of the world's 360 photo viewing. But this is definelty not a krpano problem, I have seen it with two other clients as well. The apps demonstrate that it is technically possible to render clean antialiased images on Galaxy phones and the Oculus Go. Now that the Go is bringing the VR web to a huge new audience, It is vital that Oculus brings rendering in the WebGL mode of Browser up to the same excellent standard.570Views0likes0Comments