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.1.3KViews2likes2CommentsIs WebXR dom-overlay support hidden behind a feature flag?
Hi, I'm trying to use the WebXR `dom-overlay` feature. I've tried some online demos and turning on these Chrome flags: "WebXR Experiments" "Experimental Platform features" But no joy. Is this simply not supported? Is there any plan to support it? Thanks Wayne5.5KViews3likes10Commentswindow.requestAnimationFrame not working in newest 33.3 Meta browser in WebXR mode
I used window.requestAnimationFrame inside a WebXR app, which previously work fine in the Meta Browser, but it seems automatically update to 33.3 on June 3rd, and now this function only works when I press the Meta button to pop up the browser but not work at all when I hide the browser and enter the XR mode. Any helps? Maybe I need to change the function? But I don't see an alternative to count frames accurately. Basically I want to have a timeManager that supervise the timing of different assets in the app.918Views1like2CommentsFeature '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 OS600Views0likes1CommentWelcome to our WebXR Development forum
Hello and Welcome to our WebXR Development forum. This is a community-driven space where you can share insights, ask questions, share ideas, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn from each other and grow as developers. This page is dedicated to helping you bring your WebXR apps to Meta HorizonOS. We’re committed to making WebXR apps successful and we’ll be monitoring this form to learn from you as we work together and make WebXR apps successful. To ensure that this forum remains a positive and productive space, we kindly ask that you follow these guidelines: Be respectful: Treat others as you would like to be treated. No personal attacks, insults, or harassment will be tolerated. Stay on topic: Keep discussions relevant to the forum's purpose and avoid spamming or self-promotion. Share knowledge: Feel free to share your experiences, insights, and solutions to help others. Ask questions: If you have a question or need help, don't hesitate to ask. Provide feedback: Your feedback is valuable to us. Share your thoughts on how we can improve the forum or our products. Here are some links to get your started on building WebXR Apps: First Steps to WebXR WebXR Progress Web Apps Overview About the Meta Browser564Views1like0CommentsMeta Quest Browser & BabylonJS = Slow FPS
I'm trying learn about WebXR and I'm finding that my library of choice isn't playing well in the Meta Browswer, locking at about 30 FPS. Now, I see 60 FPS on the desktop with Chrome and I know that's because Chrome is locked in a vsync. I can pass Chrome some parameters to unlock the FPS limiting. At that point, I'm seeing around 500 fps. Chrome works great with Link, but I'm looking to work with the native Meta Browser inside the Quest. I've found other engines, such as the Wonderland Engine, demonstrates 72 FPS in the Quest with their app Escape Artists (https://esc.art). A-Frame applications show up in the browser at 90 FPS. So my question is, is there some sort of parameter or command the WebGL lib should be passing to the browser to speed it up? Or, is this likely to be some sort of bug in BabylonJS that is locking it to 30 FPS and the browser doesn't have any sort of artificial rate limiting?680Views0likes0CommentsQuest 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?1.4KViews0likes1CommentMeta 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!!427Views0likes0Comments