General VR & MR Development
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I am following the documentation of the Avatar Developer Guide at https://developer.oculus.com/documentation/unity/as-avatars-gsg-unity/ Under loading personalized avatar, we are supposed to save a script call 'filename.cs'.however the script text gave a bunch of errors starting with the public class that does not match.using UnityEngine; using Oculus.Avatar; using Oculus.Platform; using Oculus.Platform.Models; using System.Collections; public class <classname> : MonoBehaviour { public OvrAvatar myAvatar; void Awake () { Oculus.Platform.Core.Initialize(); Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); Oculus.Platform.Request.RunCallbacks(); //avoids race condition with OvrAvatar.cs Start(). } private void GetLoggedInUserCallback(Message<User> message) { if (!message.IsError) { myAvatar.oculusUserID = message.Data.ID.ToString(); } } }Anyon
Hi all,I'm looking to get better feedback on where traffic on our product pages comes from. I was unable to find a spot on the dashboard to hook up Google Analytics, and the categories of data provided don't have anything to do with page traffic.1) Is there a way to access page visit analytics from the Dashboard that I'm just missing?2) If not, is there a way I can hook up store pages with Google Analytics?Thanks!
Hi.I want to get(cast) the screen that one eye sees. When I use scrcpy, I need to crop the streaming video to get one of them.(If I don't use any option, I get screens that each of them is seen by right and left) However, I don't need to do that when using oculus app because I can get screen that one eye sees. Actually I wonder whether oculus app crops the streaming video or oculus quest 2 sends the one screen when using oculus app. [Using scrcpy without options] [Using oculus app. I want to know how oculus app can get the only one screen]
We tried to test the Rift S application directly through the UE, created "test users", It says "Test Users" cannot test the Rift S app - "the app from unknown sources".We allow to run apps that not been reviewed by Oculus Team. LogOnlineIdentity: Error: Oculus: Failed the entitlement check: App running from non-trusted source (1971005) It looks like it doesn't identify the user as a developer.
Are there any plans on letting Devs access the Quest's Video-Passthrough capabilities via SDK? I'd love to mess around with AR / MR Applications. I know that this is possible on the Vive Pro utilizing the SRWorks SDK but that requires to be wired. Having the same functionality but wireless would be a huge gamechanger for me.
I would like to know what would be the best approach to converting bone rotations (quaternions) to joint angles (ideally a single angle value based on the axis of rotation for the joint rather than euler angles). Currently, I have data from a Quest 2 app that has several bone rotation quaternions which I assume each correspond to the joints in this diagram To get the joint angle, I follow the euler axis representation of a quaternion https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Using_quaternions_as_rotationsand simply use this calculation: joint angle = 2*acos(real or scalar part of bone rotation quaternion) to get a joint angle from a bone rotation. I would like to know if 1) I'm interpreting bone rotations and how they are organized properly 2) if the calculation makes sense 3) if there's any conversion that's available that can be used. Thanks!
is there any good and free solution for VR Full-body avatar? esp using UE4.
Hi All!I'm working on a mac, trying to build a game for oculus go using Unity. My phone runs Android.I've gone through the tutorial provded (https://developer.oculus.com/documentation/unity/unity-tutorial/).I'm able to run the game on my mac using the play button in Unity. However, when I click File -> Build and run, and put the oculus go on, I can't play the game. While I do see the game in the unknown folder inside the library, each time I try to play it I get a message stating that the oculus needs to update and that I should leave it connected to a power source and WIFI. This was the case for over 24 hours. Tried factory reset which didn't help. Didn't find anything else on the internet. I also opened a ticket for Oculus but still looking for ideas. Can anyone please assist me?
I'm trying to see if I can use native/accellerated video decoding in the web browser. With an origin trail setup, I get access to `VideoDecoder` and `VideoEncoder`. But when I try and create any `avc1` codec (eg `avc1.420028`) I get`Failed to execute 'configure' on 'VideoDecoder': H.264 configuration must include an avcC description.` I can actually create an encoder, using `avc1.42E01E` (only codec I tested) and encode frames.... Is there just missing decoder support in the chromium build? https://poph264.com/SrcWeb/index.html Here it is working on desktop (as Poph264.com has an origin trial) I'm testing every combination of profile+level I can for h264, but all with the same error.https://github.com/NewChromantics/PopH264/blob/master/SrcWeb/PopH264.js#L167 Are there any decoders supported?
Hello, I am using the Oculus Mobile SDK for native apps and I am trying to add a third-party library to the build process. I do not fully understand all the moving parts that happen once I run build.py. Does anyone have any good resources describing the setup/architecture? I've tried reverse engineering, but it's pretty dense. I'd appreciate any help/advice/direction/references/ramblings. Thanks!
Hello world!Why is the latest Oculus Integration Package v29.0 from May 2021 not available for download on the Oculus Archive page?I want to upgrade my Unity package but importing via Unity Asset Store is not an option (as the project was started via manual import and it would break to switch to the Unity Package Manager version). Thanks for your help.
Hi All,We are developing a software on Oculus go and need to NOT have each device paired to one phone. Ideally we would have a master phone app (admin) that talks to many devices at once.Is this possible?Thanks
I think the decision to allow or disallow access to the tracking cameras should be a user decision. Therefore in the settings I would like to see options to enable or disable application access to the tracking cameras and the guardian system point cloud. This may require new application permission such as "Allow This Application Access to Tracking Cameras" and of course: API access to said capabilities. This would be no less of a security risk than allowing the device to access my microphone, my videos folder, my photos or my general FB account information and adding these features would enable mixed reality applications.
Hi I created a project, using the hand models that OCULUS have provided here. I do not have enough budget for the devices for now but when I reach that budget I will change the project to a VR Oculus game. Is there any problem about the license agreements because I am going to sign up to some competitions
I have developed a native android application that is being used as a configuration tool for a different Unity build application on the Oculus GO. It consists of a single activity with some interactable buttons. When first installing the application through adb commands I also force the main activity to open with a adb shell command. This opens the app in a 2d Oculus menu like view, as expected. When closed and opened again from the Unknown Sources, it once again opens as expected. However, when I send an intent to open said app from the aforementioned Unity application, the configuration app opens as being a VR app. Rendering over both eyes, making it unusable. It is now also recognized as an "app" where it shows the pop-up to close the app when pressing the Oculus button, whereas it didn't do that before. Now, when opening the app from Unknown Sources, it keeps opening as a VR app. I feel like this has to do with certain flags given to the launch intent from either external
I have noticed that views are always re-centered horizontally. Am I wrong that views do not get re-centered vertically?Thanks.
Special news for VR developers! 🔥 Working on a VR app and do you want to expand your reach to new markets? Read on!Me and my team are working on an incredibly helpful plugin you can use if you are working with Unity Technologies . Our new plugin will make it possible to easily export your VR experience to touch devices such as tablets and mobile. No more letting others 'watch along' via a tablet, but truly interacting and playing the experience itself! No coding changes required.It will be available in a couple of months and we are looking for testers. Interested? Sign up for the waiting list at https://www.vr-tablet.com Or reach out at support@vr-tablet.com
Good day for you, if it's a good day at all:(I'm a developer, programming in Unity3D 2019.3.8f1 and use Oculus Rift S and appropriate software from Oculus. Some days back, when I receive another UNNECESSARY AUTOMATIC update (which I can't OFF) of Software "Oculus" I had trouble: when I stop using the left controller and he rest about 3-5 seconds he went to sleep mode (as I undestood) AND AXIS1D NOT WORKING ON ANOTHER RIGHT controller. BEFORE update everything works well. In my app I must attach left controller to rack for a positioning GameObject in VR and use only right controller, but it is impossible to do so because the Axis1D button does not respond at all. Using the system becomes impossible for development one-controllers game. Has anyone faced such problem? Thanks
Hello,While submitting the game for Quest, developers have the option to submit their "TERMS OF SERVICE". But when the user downloads the game on Quest, there's no option to accept the developer "TERMS OF SERVICE". Is there a way to implement this wherein, when a user downloads the game he can accept to the developer "TERMS OF SERVICE" similar to Steam.
I'm trying to develop a new type of keyboard for Oculus Quest but I can't find any information related to the keyboard and where I can implement another one.Someone knows how to do it? I will be very grateful if someone helps me.Thank you
Hey, I'm currently in the process of making an application to control a webcam and laser pointer, attached to two servo motors and raspberry pi. My goal is to stream the feed of the webcam to my oculus quest 2 so that I can play with my dog using the headset once I go back to University in September. Molly (my dog) has gotten used to me being around the house whilst school was online this past year, and now that I'm leaving she's going to be stuck at home alone whilst my mum and brother are out of the house. I figured I'd learn about VR development whilst providing some utility for her so she doesn't lose her mind next year. Unfortunately, all the cameras I have found so far are very expensive, and I can't really afford them at the moment as a student. If anyone could point me towards a camera setup that is relatively inexpensive I'd really appreciate it. I'm located in Alberta, Canada btw. Thanks for your time if you got this far! - Vic
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
I've been trying unsuccessfully for two days now to get hand models to animate during grab and point triggers using the OVR prefabs that came with the OVR Integration package imported to Unity. I am using the Unity XR toolkit for input controls which are working flawlessly. I just cannot get the animations to map or the hands to show up in my build. The hands work perfectly for turning and movement and raycasts are also working flawlessly. When I use nonOVR prefab hands they will orient but not animate. When I assign OVR prefabs to my hand controllers under my XR camera rig they do not show up at all. I've been working on this for two days and want to push cross platform with my final build if possible and wonder if the handtracking requirement is preventing my hands from showing and not something I'm doing incorrectly regarding the prefab assigments. Any help here is most welcome non ovr prefabsthe animator attached to the prefabprefab mesh settings
Hello,Im a solo hobby / indie developer and I use my Quest 2 for development, but I also want to make sure that the game will be available for Quest 1 users.The obvious solution would be to use a Quest 1 to test the game, but as far as I can tell it's not possible to buy a new Quest 1 anymore. Is there any other way to buy a Quest 1 for development or how do you make sure that the app will run properly (performance) on a Quest 1?
I'm currently developing an Oculus Quest app that will be published for free in the oculus store. I would like monetize my app by putting some 2D video advertisements of my partner company into it. Does oculus allow that?
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