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FAQ
Common questions about the Quest WebRTC AI Video Processing System.
Supported:
- Meta Quest 3
- Meta Quest 3S
Not Supported:
- Meta Quest 2 (lacks passthrough camera API)
- Meta Quest Pro (different camera architecture)
- PC VR headsets (not Quest-based)
- Horizon OS v74 or higher is required
- Check via Quest Settings → System → About
- Update via Settings → System → Software Update
Yes, this is open source software released under the MIT License for research and educational purposes. It's not intended for commercial use.
No, the AI processing requires an active internet connection to Decart's AI service. The system needs:
- 8+ Mbps bidirectional bandwidth
- Low latency connection (<100ms preferred)
- Stable WebSocket connection to AI servers
- Quest captures live video from passthrough cameras
- WebRTC streams the video to Decart's AI service
- AI service applies style transformation using neural networks
- Processed video is streamed back to Quest
- Display shows transformed video in real-time
The entire pipeline has ~150-200ms latency end-to-end.
Default Configuration:
- Resolution: 1280×704
- Frame Rate: 16fps
- Codec: VP8 with adaptive bitrate
- Latency: 150-200ms typical
Performance Modes:
- High Quality: 1280×704, 4Mbps bitrate
- Balanced: 960×720, 2Mbps bitrate
- Low Bandwidth: 640×480, 1Mbps bitrate
152 built-in styles including:
- Animation: Frozen, Anime, Claymation, Lego
- Realistic: Ultra Realistic, Luxury Office, Architectural
- Fantasy: Cyberpunk, Medieval, Vikings, Spaceship
- Cultural: Japanese Ukiyo-e, Egyptian, Greek Temple
- Environmental: Beach, Forest, Desert, Space
Plus custom prompts via voice commands or code.
Yes! Several ways:
-
Voice Commands (easiest):
- Hold trigger and speak: "Make this look like a cyberpunk city"
- System sends custom prompt to AI service
-
Code Integration:
webRTCManager.SendCustomPrompt("Your style description here", shouldEnrich: true);
-
Add to Built-in Library:
- Edit
WebRTCManager.csprompts dictionary - Add your style with detailed description
- Edit
Meta's current security policy only allows access to one passthrough camera (left or right eye) for third-party applications. This is a platform limitation, not a project limitation.
Current: Single eye camera (configurable left/right) Future: May support stereo when Meta updates policies
Recommended: Unity 6 (6000.0.34f1 or later) Minimum: Unity 2022.3.20f1 Not Supported: Unity 2021 or earlier
Unity Development: Yes, Unity 6 supports Mac and Linux APK Building: Requires Android SDK (available on all platforms) Quest Deployment: Works from any platform via USB or WiFi
No, Quest Link is not required. Development workflow:
- Build APK in Unity
- Install directly on Quest via USB or WiFi
- Debug using wireless ADB or Quest Developer Hub
Yes, you can change the WebSocket URL in WebRTCConnection component:
public string WebSocketServerAddress = "wss://your-ai-service.com/ws";However, you'll need an AI service compatible with the signaling protocol.
Common causes and solutions:
-
Network Issues:
- Switch to 5GHz WiFi
- Check for 8+ Mbps bandwidth
- Reduce network congestion
-
Device Performance:
- Allow Quest to cool down
- Close background applications
- Lower video resolution/bitrate
-
Unity Settings:
- Verify OpenGLES3 (not Vulkan)
- Check IL2CPP backend
- Monitor with Unity Profiler
Network Optimization:
- Use 5GHz WiFi near router
- Minimize network hops
- Check for <50ms internet ping
System Optimization:
- Enable encoder warmup (already implemented)
- Use optimal bitrate settings (4Mbps startup → 2Mbps)
- Close unnecessary Quest apps
Hardware:
- Ensure good lighting for camera
- Keep Quest cool to prevent throttling
Typical Usage: ~2 hours continuous use
Factors affecting battery:
- Video resolution and bitrate
- WiFi signal strength
- Device temperature
- Background applications
Tips for longer sessions:
- Use Quest Link cable for power
- Lower resolution for less processing
- Take breaks to prevent overheating
Check These:
- Permissions: Both Android camera and Horizon OS headset camera
- Lighting: Ensure adequate room lighting
- Lens Cleanliness: Clean Quest passthrough cameras
- Device Support: Verify Quest 3/3S with Horizon OS v74+
Debugging Steps:
- Internet Speed Test: Verify 8+ Mbps bidirectional
-
WebSocket URL: Check
wss://bouncer.mirage.decart.ai/ws?model=decart-v2v-v2.0-704p - Network Firewall: Ensure WebSocket traffic allowed
- Try Different Network: Mobile hotspot for testing
Requirements:
- Meta Voice SDK properly configured
- Wit.ai app setup (requires Meta developer account)
- Microphone permission granted
- Trigger held while speaking
Common Solutions:
- Clean Build: Delete Builds/ folder, rebuild
- Unity Version: Use Unity 6 (6000.0.34f1+)
- Android SDK: Verify API Level 29+ installed
- Platform Settings: Switch to Android, verify ARM64
Debugging:
- Memory Usage: Check for leaks with Unity Profiler
-
Device Logs: Use
adb logcatfor crash details - Proper Cleanup: Verify WebCamTexture disposal
- Device Resources: Close other apps, restart Quest
Yes! Under MIT License terms:
- ✅ Research and education - fully supported
- ✅ Open source projects - attribute properly
- ❓ Commercial use - contact tom@decart.ai for guidance
- ❌ Redistributing as commercial product - not permitted
The camera system is modular:
// Minimal camera integration
var cameraManager = gameObject.AddComponent<WebCamTextureManager>();
cameraManager.Eye = PassthroughCameraEye.Left;
cameraManager.StartCamera();
// Access camera texture
var texture = cameraManager.WebCamTexture;
rawImage.texture = texture; // Display in UIYes, but requires:
- WebSocket signaling compatible with our protocol
- WebRTC peer connection support
- VP8 video codec handling
- Real-time processing capability
See API Reference for signaling protocol details.
- Read: CONTRIBUTING.md
- Fork: Create your own repository fork
- Develop: Make improvements and test on hardware
- Submit: Pull request with detailed description
Popular contribution areas:
- New AI style prompts
- Performance optimizations
- Platform compatibility
- Documentation improvements
This Project: MIT License (research/educational use) Unity: Unity Personal/Pro license required Meta SDK: Meta developer agreement Third-party libraries: Various open source licenses (see Dependencies)
The open source components are MIT licensed, but:
- Meta SDK: Check Meta's developer agreement
- Decart AI service: Contact tom@decart.ai for commercial usage
- This project specifically: Designed for research/education
For using the app: No, just install the APK For development: No, Unity development doesn't require Meta account For voice features: Yes, requires Wit.ai setup with Meta developer account For Quest store: Yes, but not needed for sideloading
Still have questions?
- Check Troubleshooting for technical issues
- Review API Reference for implementation details
- Contact tom@decart.ai for research collaboration
- Create GitHub issue for bug reports or feature requests