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My most frustrating challenge is my inability to fully explore the default virtual environment, end to end. For example, I selected the Japanese City background, and no matter how large I expand my border (given that technical limitation), I can't even come close to moving about the scenery. It's great that I can now make all menus and banners disappear, but it would be fantastic if the developers could come up with a way to then travel virtually throughout that scenery as so many games allow us to do. Thanks.
I was wondering if anyone has any luck getting the new Avatar 2.0 system set up with your custom avatar? I've got it all working with the presets but don't really understand how to set it up so I can load my custom avatar.
Oculus released a new OVR Plugin 1.67 for the Unreal 4.27. Anyone knows how to compile the version of the github to the release of the Epic Games (from the launcher)? The Epic release is a little outdated compared to the Oculus one. When I try to just copy/paste the Oculus Plugin the "missing module" window pop up.
Hi, I think this is a recent issue - having updated to the latest Oculus Integration package. Typically I dig into the examples and extract the PlayerController from the Locomotion SampleFramework. Thank you for having this! Helps me immensely to quickly drop a player controller into a new scene for simple exploration of a space.My issue recently is that either the teleportation or the player character doesn't make contact with the surface I'm teleporting onto. It seems to also happen within the example scene. My guess is there's an issue with 'Character Camera Constraint' script, attached to the PlayerController. Height Offset/ Minimum Height/ Maximum Height.Anyone else experienced this and know of a solution?
Morning,I happen to have the Quest1 and the Quest2, but my quest when I started up I can see the "O" and it goes thru the POST process but then it turns it self off....Can anybody tell me why this is happening and what I can do? thank you
How I get the Developer Mode
Hello fellow Oculus users, developers, and fans. I need some help, and if you guys have any ideas on how to fix this problem, I would love it if you shared them. So, here's the problem: I have an Oculus Quest 1 and I am unable to get any version of the official MRC releases to work. In the case of the older versions, the camera calibration tool won't launch, and in the newest few releases, whenever I try to install the MRC app to my computer (which, yes, has a good webcam and is more than capable of streaming the video), I get the message:"Installation process was aborted/not completed successfully"The program doesn't give me a reason for its inability to download, nor does it give me the option to force-install. I have tried running the program as admin, turning off Norton and MacAfee, restarting, powering off, checking all connections inside my pc, making sure the two devices are on the same network, deleting all other previous OBS and MRC files, repairing the oculus app itself, chan
I have an issue with oculus developer hub. I’m using this to cast content from my oculus quest 2. It was working with no issues until I get last update of developer hub. Now it sees quest 2, shows Active status, but after I start casting it shows some error.
Working on a game in the App Lab in Unity for months and never had an issue before when uploading to my Quest.Haven't changed/updated/whatever and now when I hit the OVR Build APK and RunIt builds the apk and gets up to Installing APK but then gives this error:OVRADBTool avc: denied { read } for scontext=u:r:system_server:s0 tcontext=u:object_r:sdcardfs:s0 tclass=file permissive=0 System server has no access to read file context u:object_r:sdcardfs:s0 (from path /sdcard/Oculus/Temp/launcher-debug.apk, context u:r:system_server:s0) Error: Unable to open file: /sdcard/Oculus/Temp/launcher-debug.apk Consider using a file under /data/local/tmp/ Error: Can't open file: /sdcard/Oculus/Temp/launcher-debug.apk Exception occurred while executing: java.lang.IllegalArgumentException: Error: Can't open file: /sdcard/Oculus/Temp/launcher-debug.apk at com.android.server.pm.PackageManagerShellCommand.setParamsSize(PackageManagerShellCommand.java:461) at com.android.server.pm.PackageManager
Not sure if this area is a proper place to offer development suggestions. If not, someone please guide me. I am very new to my Oculus 2 and this is my first post. I have had type-1 diabetes since 1985. I use a continuous glucose meter (CGM) to measure my blood sugar every 5-minutes, 24/7. It transmits this data to to my insulin pump using bluetooth, and displays the glucose value on a screen when I press a button on my pump. While using the Oculus 2, it is so immersive that you can't hear alarms or feel vibrations from the pump when it is warning that your blood sugar is entering dangerous low levels. Since I've had type-1 diabetes for nearly 37 years, I have lost the ability to sense my sugar level is going low until it is dangerously low. This CGM helps me a lot. It would be nice if the Oculus 2 could also capture this bluetooth signal and display my blood sugar on a corner of the visible screen. This would enable me to use
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hey, my game won't install, and I can't even delete the game the game is beat saber demo this is really bothering me, and I can't even play games that I bought I also try turn off my vr and did the robot restart thing and it won't work I don't want to factory restart because I don't want to delete my games, please help me.
1. How do I get the 3D coordinates of the helmet inside the game zone, i.e. calculate where it is on this plane?2. How do I calculate the distance to all four walls of the game zone, or to the wall the helmet is facing?3. What is the accuracy and frequency of coordinate measurement?4. How to get the coordinates of the controllers within the game zone.5. How to get the coordinates of the controllers relative to the helmet.6. I threw the controller in the corner of the game zone and turned away, i.e. it is no longer in the line of sight of the helmet cameras, what happens to the coordinates of the controller?Thank you!
Hello, in Unity you can use the EventSystem IsPointerOverGameObject method to check if the input is over a (UI) GameObject, but this method doesn't seem to work with the OVR InputModule and VR Controller. I confirmed that the same check is working with the default Input Module and Mouse Input. I also confirmed that the VR Input with OVR InputModule works correctly, I can interact with the UI itself with the Quest controller etc. but no matter what I do this method will always return false while using VR controllers even when the ray is clearly over an UI GameObject. Is that a bug caused by the OVR Input Module implementation or is there a better way to check if a input is over an UI object which works with Mouse and VR controller?Im using Unity 2020.3.24f1 and the Oculus packag version 35.0
Hi! I have a weird problem. All of the sudden my project won't build and run, and the Oculus Developer Hub won't open. I have tried uninstalling and re-installing several times, but all it will do is open as a white panel and never load. Strangely enough, I can build and run in another Unity project fine, but every time I build and run in my other project, Unity crashes. I reset a few of the previous settings, Unity gives me one error, which isD/************************************************************************************ Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved. Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use the Utilities SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at https://developer
Hello, I cant find the sensors, neither on the device manager nor the Oculus app.Iam absolutely clueless. * I use powered USB 3.0 Hub* one does partly work when not fully plugged in the port( but appears as 2.0)* the headset worksfine, just the sensors graphicscard: nvidia gtx 1070 tiprocessor: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz 4.20 GHzRAM: 16,0 GBwin 10
Hey Guys, i have a problem on Oculus 2 (UE4.26.2, armv7, vulkan) with stereo layers. I am using that trick with live texture setting from UI widget render target and when i am switching levels it starts to flicker after a few switches. It looks like some buffer is not cleaned properly. Is there any low level API to properly clean that or to destroy these layers on level switch ? When i use multiple stereo layers it starts to flicker after the first level change. Thank you so much!!
TACTILE learning (hand learning) is key to Early Childhood Development. What a child grows up with as far as handheld objects (apples, bananas, cards, etc). Same is true for technology like controllers, keyboards, tablets. They change how neural networks are developed within the brain. Also, build muscle and forms musclememory (prioprerception). So should childrens' games have time limits and parental controls for that? And should they offer cross-platform-controller function/s to promote more body diversity? How would the software have to be configured to increase maximum benefit? Also, have to consider the differences in hand size as well as missing fingers, thumbs, or radiculopathy and other nerve conditions, etc. Not to sound Ageist, but isn't this a way to improve the present and future, even for the elderly? Hand-tracking for amputees and prosthetics?Add tags
This is a matter i realised from the very first LEAP mOTION demo i saw, and it is the reason i feel it didnt succeed. In a nut shell ill losley quote Steve jobs.Its not good enough to be great, it has to be rediculously awesome.The main thing is expectations, and i know for example there a alot of people like a friend of mine who instantly dismiss a technology if it does not meet their excpecations. In short. Reality. It has to be rediculously awesome and the latency and sence of presence thing is important but equalily important is the input, hand input because in reality it is, apart from seeing, the way we interact with the world. The leap failed because it was a glorified "air mouse". The motion was relative to the controller. Not the persons eye. You moved your hand to the right untill you reached the icon and stopped. Instead of moving your hand relative to your eye untill your finger tip, the icon and your eye line up. This is the natural way of interacting. Hold your hand out a
Hello Oculus Developers! I am developing a game in Unity. I do not have a strong enough computer to support Oculus link so to test the app I must hit build and run and install the apk into my Oculus Quest 2 with my link cable. This has worked fine until recently, the .apk file has gotten to be over 1 gigabyte and the app is stuck loading endlessly. I have read before the apk should not be more than 1 gb. Is there a way to split up the apk and install it on the headset through Unity? Let me know!Thanks!
SDK : Oculus Integration v33Unity : 2019.4.15f1 I'm using a system keyboard to use the unity input field There is a problem that InputFocusAcquired is not called when the outside of the keyboard or the close button is pressed.OVRPlugin.hasInputFocus does not seem to changeWhich part should I check to solve?
Morning all, Does anyone have any experience of or links to how to conduct an SCCM install of Oculus on Windows 10? I need to know if there is a way to deploy Oculus to a number of machines remotely using SCCM and not require any interaction from the end user i.e. is there a silent installer for this application that also requires no user interaction and will also let the end user plug in and use any headset/controller post install without any issues? I am looking for something that will install any required files as needed and start the necessary services as a one off installation I have asked support and was told to ask here. Thanks for any help Stuart
hiI live in Australia and am a quadriplegic and am able to use the buttons i was wondering when voice control will be expanded to Australia thanks
In the photo below, you can see that my Quest 2 is found by the consumer Oculus app, but not the Developer Hub. I can't figure out why. I has been working with the Developer Hub until about a week ago. I'm actually in the middle of a paid freelance project. So I need to fix this. I have no idea what to do to get ODH to recognize that my Quest is plugged in.
So if I understand correctly, ambisonics on the Quest are encoded as first order SH and then converted to binaural audio at runtime. What I wonder is whether somehow a multiplicative first order SH can be set to alter the binaural rendering at runtime (for example to simulate acoustic occlusion or draw the user's attention in a particular direction)? If so, how?
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