window.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.902Views1like2Commentsneed advice on online education platform
we have a small team building medical training for doctors in hospital question: after building the XR scene with unity/openxr, what is the best practice to integrate XR program with online course platform? is openEdx a good online education platform for delivering XR program? please help979Views0likes0CommentsQuery by LocalGroup is Not Supported'-Warning with OVRSceneManager and ModelLoader
I am working with Unity version 2021.3.22f1, and my headset is a Quest 2 (v50). The Oculus Integration version I'm using is v50. I am trying to incorporate the OVRPlayerController with the included OVRPlayerController Script and OVRCameraRig attached. I have correctly set up my environment and already tried troubleshooting and checking for common mistaks like not enabling anchor support elements (https://communityforums.oculus.com/t5/Unity-VR-Development/OVRPlayerController-is-not-controlling-properly/td-p/1234567) However, whenever I hit play in Unity, I'm getting an warning that says: [OVRPlugin] [QuerySpaces] Query by LocalGroup is not supported in this version. (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11319) UnityEngine.Debug:LogWarning (object) OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at Assets/Oculus/VR/Scripts/OVRManager.cs:1944) OVRPlugin:QuerySpaces (OVRPlugin/SpaceQueryInfo,ulong&) (at Assets/Oculus/VR/Scripts/OVRPlugin.cs:8677) OVRAnchor:FetchAnchors (System.Collections.Generic.IList`1<OVRAnchor>,OVRPlugin/SpaceQueryInfo) (at Assets/Oculus/VR/Scripts/OVRAnchor/OVRAnchor.cs:131) OVRAnchor:FetchAnchorsAsync (OVRPlugin/SpaceComponentType,System.Collections.Generic.IList`1<OVRAnchor>,OVRSpace/StorageLocation,int,double) (at Assets/Oculus/VR/Scripts/OVRAnchor/OVRAnchor.cs:66) OVRAnchor:FetchAnchorsAsync<OVRRoomLayout> (System.Collections.Generic.IList`1<OVRAnchor>,OVRSpace/StorageLocation,int,double) (at Assets/Oculus/VR/Scripts/OVRAnchor/OVRAnchor.cs:90) OVRSceneManager:LoadSceneModel () (at Assets/Oculus/VR/Scripts/OVRSceneManager.cs:381) OVRSceneModelLoader/<AttemptToLoadSceneModel>d__6:MoveNext () (at Assets/Oculus/VR/Scripts/OVRSceneModelLoader.cs:61) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) Immediately after, I get another warning stating: [OVRSceneModelLoader] LoadSceneModel failed. Will try again next frame. UnityEngine.Debug:LogWarning (object) OVRSceneManager/Development:LogWarning (string,string) (at Assets/Oculus/VR/Scripts/OVRSceneManager.cs:303) OVRSceneModelLoader/<AttemptToLoadSceneModel>d__6:MoveNext () (at Assets/Oculus/VR/Scripts/OVRSceneModelLoader.cs:58) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) I am unsure why this is happening. I followed this guide: https://developer.oculus.com/documentation/unity/unity-scene-overview/ Is there something I am missing or doing incorrectly? Could anyone help me troubleshoot this issue? Thanks in advance!985Views0likes0CommentsMultiple Quest2 for education on same account
Is it possible to have 20-25 pieces of quest2 connected to the same account for teaching VR-development. The classroom setup is 25-30 gaming desktops preinstalled with Unity and oculus software. I want a solution, in which the students enter the classroom and makes an unity account. After that they should be ready to connect via link and develop their first game. So far a lot of time has been wasted on seting up the heasdseats. If another student has locked the headset, they first have to reset the headset etc. Maybe someone can suggest a better soultion?1.8KViews0likes1CommentOculus Browser: Inline stereographic content using <model> or z-depth on any roadmap?
To view stereographic content on a web page in the Oculus Browser, one needs to exit the context of the web page and enter an 'experience' mode. This is a little like the ancient days of the web, when you couldn't see an image as part of the page layout, but had to launch a dedicated viewer app on the side instead (😀 showing my age). Stereographic content, such as images with depth data, 3D models and simply DOM elements at various depths could be integrated into the page DOM, where they'd get the benefit of baseline accessibility features, user events and most importantly, the co-existence with other web content without having to switch out. I saw WebKit devs are working on a <model> element for including USDZ models inline, as opposed to the hacky <a href> they've used for AR models up to now, but I can't seem to find any discussion or development on this in the existing headset context. Should Oculus Browser evolve in this direction, too.? I find it'd be really interesting to further develop the spatial representation of content in the context of web pages as an evolutionary path, but it seems most interest is in fully immersive experiences. Am I alone?937Views0likes0Comments