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The name kind of explains what I'm looking for.I need to record 3d stereoscopic videos in 180-degree view. I have been using this camera rig so far http://www.izugar.com/shop/product/z2xl180/.I can stitch this fine and have a side by side video made, however, it is in 30FPS only allows 60FPS as 1080p which is very bad looking, to say the least. I need it to be 4K!From what I'm gathering most producers that achieve this have created custom rigs with high performing DSLR cameras etc.Does anyone know how I can achieve this Stereoscopic 180 degree 60 FPS 4K Camera Rig?ThanksMatt
Hello everyone,I developed an application using Unity and now I want to run this application on Oculus Quest in Kiosk Mode. As the device is quite new, I didn't find any threads for this problem. However, I saw these discussions which provide the solution for Oculus Go.https://forums.oculusvr.com/community/discussion/65074/oculus-go-kiosk-mode/p1. I downloaded the application and ran it but it didn't detect Oculus Quest. I think this solution is dedicated for Go by now. @undef_dev Will you extend the functionalities for Quest ?https://forums.oculusvr.com/developer/discussion/66953/solution-for-kiosk-mode-on-oculus-go/p1 I tried the first part : "Make your app start at boot" and it doesn't work, I don't know the instruction is outdated or it work only for Go and I don't have a Go to test.Has anyone run into the same problem ?Thank you.
I applied for a developer account over the weekend. Due to the holidays they were not approving accounts until after the 29th.I am not sure where to check the status of my account?
I have a Unity scene with a OVRPlayerController to walk around. When I approach a wall in my Oculus Quest (1) part of the textures on that wall disappear. Some clipping occurs. Obviously the stones should be visible on the entire wall. The same happens with the texture of the floor.I tried to adjust camera clipping near. But that doesn't seem to be the problem.Am I missing a setting? Like LOD or something? The wall and floor comes from a Blender scene.Thanks!
Been working with the PC SDK for some time and now experimenting with some native development for Quest in Android Studio using the Mobile SDK and vrApi. One thing that seems to have me baffled is that vrapi_GetPredictedTracking2 always seems to use the position of the headset at start up as the origin and I'm finding no what to alter that (re-center is depreciated). In the PC SDK is do a re-center at start up and get my view matrices relative to the floor height/position? Is the intent of the mobile SDK to always track via the initialized position and provide a "camera" matrix to multiply through the view matrix returned? Maybe there's something I haven't discovered in the vrApi callls yet but nothing I've tried seems to have any affect...?
Hi,"here we are again", after much time I am back to ( try to ) develop on the Oculus Quest.So I spent the whole afternoon downloading / installing / following to a T all the instructions at :https://developer.oculus.com/documentation/quest/latest/concepts/book-native/?_fb_noscript=1And blah blah and ALL the instructions about how to download/setup/configure the whole world ...RESULTS :- when I try to open ( or import a project ) gradle starts "synching" and seems to remain stuck forever then you see this error message :17:15 Gradle sync started with single-variant sync17:15 Project setup started17:15 Gradle sync failed: Illegal char <:> at index 23: F:/ovr_sdk_mobile_new/F:-VrCubeWorld_NativeActivity.iml (7 s 813 ms)17:15 NDK Resolution Outcome: Project settings: Gradle model version=5.4.1, NDK version is UNKNOWN17:15 Source generation ended in 140 msDespite in the "Project Structure" all t
Hi everyone!I am developing an application for the Oculus Quest using Unity and the official SDK. One of the things I want to be able to do in the application is to trick the user a bit by switching finger correspondence. For example, when he moves his index finger, the virtual model will move the middle finger in the exact same way.Can I do that? I have tried switching the bones in the Hand Tracking prefab but it just defaults to the regular ones when I run the application. I tried also reading through the scripts to see if I could change something in there but nothing looked obvious (maybe I missed it?). My last solution would be to try and change things through LateUpdate but that is not what I am aiming for. Is there another solution?Thank you very much!
It seems that the Oculus app takes all running Unity Editor instances down when it shuts down for whatever reason.This is an issue for development, as often we need to quit the Oculus app to use social features on Quest, which seems to currently lead to undefined behaviour (e.g. rich presence/destinations go all weird and crazy if someone is trying to use them from Quest while also logged into Oculus Home).It would be great if closing the Oculus app wouldn't just go all berserk and kill any running Unity instances.Note that this applies to both ones that are VR capabable (but not in play mode) and ones that don't even access VR at all, probably because Unity is "theoretically" VR capable.
Hello, hope someone could help. I'm working on a Oculus Quest project where we need video files to be placed in an asset bundle which will be read from later. I've been following the "Tech Note: Expansion File with Unity" guide (you'll have to search this up as I'm unable to post links)I managed to build my asset bundles and unity is building them as obb files. I've transferred the apk and obb files over via adb. Currently I've hardcoded the bundle directory instead of using the suggested method of using the provided plugin; I wasn't sure where to place the java file and I was getting a java exception via logcat (presumably the app can't seem to execute the java file?). The Unity application loads fine; it's a scene with a ScrollRect that should get populated with the video file names that's stored in the asset bundle. However the issue is the ScrollRect doesn't get populated, and the I'm seeing an message via logcat: "unable to open archive file" and "Failed to load asset-bundle". The
Hello, after developing a VR app in Oculus Quest and I repurpose the app to run on Android phone instead, while the Oculus Integration is still inside Unity directory (Oculus folder), no matter what I export and modify the Android Manifest file (intent.category.DEFAULT/INFO/LAUNCHER), the app doesn't show up in application list (App Drawer) in my android phone/tablet. In the end I have to remove the entire Oculus folder and magically it appears again. So, my question is, how to have the app icon shows up and I don't have to remove Oculus Integration folder. I believe there is a parameter somewhere that hide my app that was triggered automatically while Oculus folder is still inside Unity project directory.Thanks!
I have a 3 sensor set up for my Rift CV1, and I've had no issues with it so far. Today I noticed that one of my sensors wasn't connecting, the light wouldn't turn on and the app couldn't find the 3rd sensor, I checked device manager and it isn't there either, I have tried redownloading the drivers and repairing the app through setup.. I'm not sure what to do after that.
When I open my library in the Oculus Client, it displays which games I have played recently. Where is this "recently played" information stored locally, and is this information accessible? I have checked the various .log and .json files, but can not find it. Is this something that is determined internally via the OVRLibrarian.exe?Thank you
I want to develop the Oculus Quest 2 app.(Stand-alone App Development of Apps)However, I would like to produce an app that can only be used with my Oculus Quest 2 equipment, not an open app on the store.Can I use the app I made myself without posting it on the store?Is it possible to use it in an app made with only Oculus Quest2 equipment, not PCVR?Please let me know if there is a way.
I have the RIFT on the Alienware lap top, experiencing tracking problems ie hands facing the wrong way above my head. all up to date with patch . full movement of hands but away from ,y body .... secondly i have another rift doing the same problem i bought a few months back .. same issue
I am considering buying several Quest2 headsets, which will be shared by multiple students to develop and test apps. Is this possible to do with only Test User accounts? Can a brand new headset be setup with a Test User for developer purposes, without ever having logged into the headset with any Facebook account?
In case anybody stumbles across that. When trying to upload an .apk it complains of "Incorrect file type" and that it wants an... apk!It works with Chrome.
Hi there!Does anyone know if usb perifferal development is possible with the oculus quest? (Usb devices which can interact with the quest in applications) I know it's based on android and usb OTG showed the working of usb audio and storage.I'm super curious as the usb port would offer a great medium to add control that doesnt involve bluetooth to make perifferals for the quest (that require a headset position reference too).
Hi,I developed a VR application, where I load a 3D model at runtime into the scene. During loading, I show the progress wheel bar so that user know that loading is in progress. I implemented progress wheel bar by using Unity UI image with some sprites. My question is, If during loading, if user move its head how can I make my progress bar to follow the head movement? I am using OVRCameraRig from Oculus integration.
Do you know where I can download ovr-platform-util.exe to upload my game? I downloaded 2020 oculus platform and am unable to find the exe.I am unable to upload my 5GB game to the store:(??????) ovr-platform-util upload-rift-build --app-id xxxxxxxxxxxxxxxxx --app-secret xxxxxxxxxxxxxxxxxxxxxx --build-dir D:\LavaOculusGame2 --launch-file D:\LavaOculusGame2\Lava Escape Minel.exe --channel "Alpha" --version "0.1" Thanks,David
When I try to go to the Oculus dashboard, it just gets stuck in an infinite loop of saying "You must be logged in" and "We will redirect you".
Hi how can i veryfy me with the 2 step verification
So, in our game, we sometimes need to scale roughly 4k meshes at once, which results in crappy performance, so we instead went the other way and scale the player, world and everything other than those meshes to achieve the same visual result.When WorldToMeters is gradually decreased, we simulteanously scale down the player's controllers and any objects that are supposed to appear static to the player.To the player it seems they and the floor stay the same size and the non-moving meshes appear larger.Under SteamVR this works perfectly and there is no noticeable movement or wobble. Under OculusVR, when decreasing the WorldToMeters, the camera (only the camera, controllers appear stable) is pulled slightly towards the center of tracking. This effect gets larger with distance of the headset from the center of tracking.Same effect but in the opposite direction is noticeable when scaling the world down.I'm assuming that as WorldToMeters is being gradually changed, Oculus VR seems to mul
I use the Quest & Rift as both a design and communication device for the projects I am working on with clients. The ability to quickly load and view 360 & 180 degree photos/videos taken outside of the headset are extremely valuable to my work and since the removal of the Oculus Gallery App I no longer have a way to do this easily. Please reconsider reintroducing the ability to intuitively import and view 360/180 content, it will make you VR headsets not only more valuable to my business but easier for me to evangelize as I work hard to get more to come to VR as a tool to support their projects.
High Priority Issues by the Oculus Developer TeamCheckout the list of High Priority issues we’ve heard from developers over the past couple of years: https://developer.oculus.com/pain-pointsWe have incorporated goals for our team to work on these to improve the developer workflow. Please note that this list is subject to change! We very much welcome feedback on this list.New Roadmap by the Oculus Developer TeamCheck out the roadmap of features we're working on to improve the developer workflow: developer.oculus.com/roadmapPlease note that this roadmap is subject to change! We very much welcome feedback.
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