Oculus Browser - set start page?
I have a fleet of headsets through Oculus for Business. We deploy Oculus Browser on it for our WebXR project. Is it possible to change the start page in the browser, so that our site comes up automatically? If so, is it possible to do through Workplace? Currently, we set a bookmark to the site when we provision the headsets, but this has to be done manually on each headset, and the users have to remember to look in the bookmark list.1.3KViews2likes2CommentsFeature 'light-estimation' is not permitted by permissions policy
I'm making a test page to see what features devices use. I'm getting this permissions policy errors for 'light-estimation' and 'secondary-views'. Is there something I need to enable to make these work? The permission policy error even comes up in the three js light-estimation example feature: https://threejs.org/examples/#webxr_ar_lighting I'm using a meta quest 3 with version v68 OS595Views0likes1CommentQuest 3 Controllers not registering with A-Frame in WebXR
This feels like a question that must have an obvious answer, as I have found no one else who seems to have this problem, but as I was attempting to work on an A-Frame project I was really confused why I couldn't get my controllers to give me movement in Immersive. After beating my head against the wall for a while I decided to go look at working examples and see what I was doing wrong. In every A-Frame project I went to, the controllers did not work. Even in Stemkoski's Quest Controller Data example. There was nothing. I tried my Quest 2. Works just fine. I factory reset my Quest 3. Nothing. I tried non-A-Frame WebXR experiences - they all worked fine. For some reason when I take my Quest 3 into Immersive on an A-Frame project it just doesn't seem to register the controllers. I feel like there must be a setting or other strange condition I'm missing, but I'm at a loss. Any ideas?1.3KViews0likes1CommentMeta Quest Browser Bug - 3D Scene Jitter - Developer - THREE.js
We are reporting a bug and seeking help. It is most likely a bug of Meta Quest Browser or related infrastructures. we are developers making 3D VR browser based Apps. We open our 3D Scenes (rendered by THREE.js) in Meta Quest Brower. The issue is, we notice that the scene would jitter even for the simplest example link from THREE.js official website. To reproduce, just open the following link in Meta Quest Browser and use controllers to drag the scene to rotate. https://threejs.org/examples/#webgl_animation_keyframes Jitter will likely to show up (not every time but pretty frequent). We believe this is more likely to be a bug of quest/browser other than the web page because the web page is simple and good in every other desktop/mobile browsers. One hint is, the jitter seem only happen (or much more frequent) when Passthrough mode is turned off. If you can not reproduce please refer to this video - it's captured by phone directly into the quest lens.: https://www.youtube.com/watch?v=hEha6OoYvyA This issue currently impacts our app badly - if anyone knows anything please let us know. Appreciate so much!!415Views0likes0CommentsSpeechRecognition in webxr
I was using a third party component to do speech recognition in webxr, but then realized there is a browser api for this. Quickly changed app to use this and realized it doesn't seem to be exposed on meta quest2. Anyone know if that's on the roadmap or it's maybe called something else? (I couldn't find anything that indicates it was implemented on the native oculus browser).977Views3likes1CommentFeature 'depth-sensing' is not permitted by permissions policy
Hello, i'm using a Quest Pro with WebXR, it works well, but i cannot find a way to acces depth sensing. When intializing the context "immersive-ar" with requiredFeature "depth-sensing" i get an error 'XRSystem': The session request contains invalid requiredFeatures and could not be fullfilled. Feature 'depth-sensing' is not permitted by permissions policy According the WebXR specs https://www.w3.org/TR/webxr/#feature-descriptor "The depth sensing feature is subject to feature policy and requires "xr-spatial-tracking" policy to be allowed on the requesting document’s origin." Yet, when I access the remote debugger, under "Application" tab > frames > top, I get : Permissions Policy Allowed Features accelerometer, autoplay, (...) , xr-spatial-tracking Is depth sensing available on Quest Pro through WebXR ? if so, what I am doing wrong ? Thank you ! Matt1.1KViews1like1CommentIssue with Browser and VR Mode
We've found that when we launch a View intent with a WebXR link from a third party application, the Oculus Browser doesn't always show VR Mode as an available option. This is true for Youtube, as well as products like 3D Vista. Is this a known issue? Is there some other setting, or recent update, that has made it more difficult for third party apps to launch the browser and keep VR mode as an option?662Views0likes0Comments