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User reviews
Now that we have user reviews, I notice a 1-star review for one of my apps: "Despues de que se actualizara la aplicacion de oculus cada vez que intento descargar alguna aplicacion no me permite realizar dicha descarga en segundo plano y tengo que empezar de nuevo cada vez que se bloquea el telefono" I carefully typed all this out into Google Translate and this is what I get: "After the application of oculus is updated whenever you try to download an application does not allow me to make such download in the background and have to start over every time you hang up the phone" If I understand correctly, he is saying that after the recent big Oculus System Activities update, he's no longer able to start a download and have it complete in the background. And this is showing up as a 1-star review on MY APP, why? This is the kind of review I'd expect to see on Google Play, where 1-star reviews are generously handed out for something that is well beyond the control of the developer. If there's anything at all that can be done to mitigate this on the premium Gear VR platform, every developer would very much appreciate it! Main thing I can think of is allowing reviews to be rated up/down as helpful. Thanks for listening. :-)drash10 years agoHeroic Explorer0likes1CommentProblem with ossig
Hi guys. We made a project for a company that worked well, but now they asked a new build and doesn't work anymore (in new devices). They send new id devices and I generated the ossig, but when they try to play receive the message "The apk is not assigned". I already signed the apk and put the ossigs. Anyone know what I'm doing wrong? I am using Unity 5.1.3p1 and SDK 0.6.1.0 beta. Thank you all (and sorry about my english).turans10 years agoHonored Guest0likes1CommentLatest Android Firmware Links | Update July 28th 2015
Hi folks! We tend to go through firmware links pretty quickly around here. This thread is your go-to spot for the latest links to Gear VR system images and software. Here's what you need: (1) L OS firmware for N910F http://seefx.service.seeburger.com/port ... 7?download (2) Tool for flashing your device: Odin_v3.09.3.zip http://seefx.service.seeburger.com/port ... 4?download (3) Tutorial for updating firmware http://seefx.service.seeburger.com/port ... c?download And, just in case, here's an informational video on general Gear VR first-time setup: https://www.youtube.com/watch?v=t8DJXE_0_ek EDIT: Outdated, see post below.rosebud_the_sle10 years agoExpert Protege0likes1CommentSampling OVRDisplay.eyeTextures
Hi, We are currently working with Unity 5.0.1p2, GearVR OVR SDK 0.4.3 We are attempting to read from the current OVRDisplay.eyeTexture each frame, and blit this out to another texture to be used with another shader/material later in the render pipeline (a blurry refractive effect). Whenever we attempt to actually read from the OVRDisplay.eyeTextures, it causes all other shaders/materials in the scene to start rendering black. We have also attempted to render the scene to our own render texture and then blit that onto the OVRDisplay.eyeTexture before it draws, however we cannot share the depth buffer between render textures so this method is out. Should it be possible to pass in / sample from OVRDisplay.eyeTexture in another shader? What is the difference between OVRManager.EndEye() and OVRManager.DoTimeWarp()? Is it possible to see the native source code for the Unity Plugin to help us get a better understand of what is going on? Cheers, Paul CPaulC11 years agoHonored Guest0likes0CommentsGearVR+Note4 observations
As usual, I've gathered a few observations I'd like to share. If you're someone that wants to go through this experience yourself with a clean slate mind, please stop reading any further as this post contains spoilers. ---- First, the positives: I'm overall blown away by the cohesive way the product is coming together. Incredible work on so many fronts. 1) The tutorial is amazing and IMO gets things off on the right foot for the end-user. 2) The Moon theater is a sight to behold. 3) The device is comfortable to wear (so far). 4) I'm very impressed with the way the device goes to sleep when taking it off, and wakes right back up when putting it on. A true killer feature for ease-of-use. 5) The new Universal menu design is looking really good. 6) I think I saw a notification pop up after coming back to Home! ---- And now for some friction points that I personally think could use adjustment or clarification to the end-user: 1) When assembling the straps, I wasn't thinking about how the top strap is supposed to look and I was trying to get the front hook through the top of the back strap -- obviously this wasn't working but it looked like it could have been a close fit so momentarily I was thinking "manufacturing tolerances are too tight here!" Then realized I had the top strap the wrong-way-around. :) I'm concerned that the end-user might break the top strap's hook by trying to force it harder than I did, though. 2) The focus knob feels a loose at the extremes. 3) The focus knob still does not allow me to move the focus as far as I need it to, leading to an uncomfortable overall experience where my eyes have to work hard to bring things completely into focus. (No glasses, contacts, or significant eye problems here). This is the most severe and urgent of all the friction points I encountered. 4) Confusion over the relationship between the existing Oculus developer forum account, Oculus Share account, and the new Oculus account when signing up in the VR setup process. Are they related? Can I re-use the account I already have at Oculus Share? If I sign up for a new account, will they clash if I use the same email, user, etc? All questions that were running through my mind before I discovered that my existing Share credentials were not recognized. 5) Touchpad has a molecular adhesive on it that I think reduces sensitivity and makes it harder for the fingers to feel it. Obviously, the solution is to take the sticker off, but will the end-user notice it? The nice design on the sticker almost looked like it was meant to be part of the device. 6) The brightness control on the Universal menu was an interesting exercise in remembering what the tutorial showed me re: using up/down swipes. I had forgotten about this and was attempting to gaze at the slider and then hold the touchpad and move my gaze up/down to adjust it. Wasn't working, and then I remembered to just swipe up/down. 7) Comfort mode appears to be ON by default, which I'm actually not sure is a reasonable default despite its name. My own app feels depressing with it on, same as what I experienced when using f.lux on the PC. I'm not asking for a way to override this from within my app (or maybe I am), but does it really need to be on by default? 8) I can toggle comfort mode off from within the Universal menu while in Home, but then when firing up my app (built with Oct SDK), it just goes right back to having comfort mode on. The Universal menu inside of my app says "Comfort Mode: on" on the label underneath the option, but when bringing up the comfort menu, it says that it is off, so something is off there. I'm assuming this is because I am not using the unreleased SDK, correct? 9) Edit: I'm actually not seeing this behavior now, I'm not sure why. (I put my original text in a spoiler tag since there's no strikethrough here) The health and safety warning that shows up when re-donning the device while in the middle of a VR app has the same problem the PC version has: it says tap the touchpad to continue but doesn't actually continue, and there is no countdown to show how long until it becomes responsive. This should have the same countdown that is shown in the HSW when putting the device on for the very first time, which IMO was completely perfect. 10) There is a giant tutorial app in the store that looks like it's the gamepad walkthrough that I had skipped the first time (because its picture is of the gamepad). So, I felt tricked when it put me back into the normal tutorial, and since I had already gone through it, I wanted out immediately. There seems to be no way to get out of the tutorial. Perhaps it should be quittable if the player has already gone through it in the past. ---- And that's about it. I'm sure much of this is already known by Oculus / Samsung, but it doesn't hurt to be sure. :)drash11 years agoHeroic Explorer0likes28CommentsMissing methods while updating to 0.5.0
Hi all, I am porting AW to 0.5.0 and I realise some methods seem gone, or at least I can't find them. 1-angularVelocity: Where do I get this now? This one is very important for AW. 2-OVRCameraController.FollowOrientation -> is it gone now (Can't find it on OVRCameraRig)? Stephanemohydine11 years agoExplorer0likes7CommentsDo we need to update (to 0.5.0) and resubmit?
Hi We currently have our App release in the US and demo in the other regions. We've just seen there is a new Mobile SDK (0.5.0), should we be updating and then resubmit the builds or are they good to leave as they are?StevenW_nDreams11 years agoHonored Guest0likes1CommentOculus Mobile SDK 0.4.3 Released
Release Notes This document provides an overview of new features, improvements and fixes that are included in this distribution of the Oculus Mobile SDK. If you are developing with Unity, we recommend updating to Unity 4.6.1, which contains Android 5.0 - Lollipop support. http://unity3d.com/unity/whats-new/unity-4.6.1 We would like to highlight the inclusion of the new Mobile Unity Integration with full DK2 support based on the Oculus PC SDK 0.4.4. As this is a significant API refactor, please refer to the Unity Development Guide: Migrating From Earlier Versions section for information on how to upgrade projects built with previous versions of the Mobile Unity Integration. Note: Before installing or integrating this distribution, we strongly recommend that you backup your project before attempting any merge operations. Android Manifest • Applications will now be required to specify the following permission to support distortion configuration updates by the system service. <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" /> Note: Always refer to the Oculus Mobile Submission Guidelines for the latest information regarding the submission process. https://developer.oculus.com/documentat ... ter=mobile VrPlatform • Support for entitlement checking with VrPlatform. Integration steps and instructions are included in the Oculus Mobile Developer Guide’s Device and Environment Setup section. VrLib • Localized string updates for the Universal Menu. • Improvements to yaw drift correction. • Fixed vsync possibly being turned off by the Universal Menu when selecting “reorient”. • Pre-register ‘nativeSetAppInterface’ to work around a JNI bug where JNI functions are not always linked. • Do not allow ‘nativeSurfaceChanged’ to use a deleted AppLocal in case ‘surfaceDestroyed’ is executed after ‘onDestroy’. • Removed resetting the time warp when sensor device information is not populated on application launch. • Improved Passthrough Camera latency by disabling Optical Image Stabilization (Exynos chipset only). • Free EGL sync objects on time warp thread shutdown. Unity Integration • New Mobile Unity Integration Based on Oculus PC SDK 0.4.4 Sample Project Changes • 360 Videos SDK o Fixed bug where a few 360 videos would not play. o Fixed several UI bugs. o Added extra error handling. • 360 Photos SDK o Fixed several UI bugs. Miscellaneous • The Mobile SDK Documentation folder hierarchy has been re-organized into a single document.cybereality11 years agoGrand Champion0likes10Comments