General VR & MR Development
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Hi everyone,my company is planning to implement Oculus VR devices in german schools. Unfortunately, those schools are not allowed to handle (or ask scholars to create) Facebook accounts which is why we're wondering if there's a certain solution for b2b customers / developers that enables us to have one central Facebook-acc that is to be logged in on 30+ devices at a time. Or does every single device need its own Facebook account, no matter what?Thanks a lot in advance!Best,Sebastian
When I run the '.exe' file built in Unity, the screen that appears looks too close than inside HMD.I know that with Compositor Mirror tool for streamers, it can adjust the FOVBut, we think running a separate app is cumbersome.Is there any Unity options or a way to change the FOV on the computer screen?( I am not trying to adjust the FOV of a VR camera, but I am referring to the screen displayed on a computer. )Thanks!!!!!!!!!!!!!!
Hi guys - this used to work for me. Anyone know how to get your pc to recognize the usb so you can transfer files? I have ensured my drivers are updated already. Any tips would be greatly appreciate!Re: Quest 2
I think I have set this up wrong as my dashboard looks different to my sister's dashboard. On her headset she has a friend list on the right hand side and a few other options on the left side of the main window that I don't have. When I try to remove the admin fromnthe account I get a error message. I set up the organisation name PocoLoco244 then I add a 2nd user named PocoLoco24 and set this as a admin account. I was setting up the side quest app and think I went wrong somewhere along the line
I have been working on an Oculus GO app for some time, and the Oculus GO was a good platform for me, since my game ideas do not require very high end graphics or advanced controls. I was thus quite disappointed when I read that the Oculus Go was being dropped. I was then looking into buying a more modern VR headset, such as Oculus Quest, but what I read so far has made me quite skeptical, since the requirements for submitting an app seem quite strict (and development tools are not even available before being approved).I find this attitude a bit hostile to people like me who does game development as a hobby. I am not a professional. I don't plan to earn money on my app, I just want to share interesting VR ideas I have that I think people would enjoy, but it would quite likely be impossible for me to make an app of the same quality as a professional game development team. I am worried that I will spend a significant amount of time into developing an app, only to get rejected at
"oculus://" - working in browsers.Where find options for open specific page in oculus store in that application?
I want to add a support of the quest 2 controllers for my applications on PC.I try to connect it via bluetooth but it doesn't want to connect.
Hello!I've got some feedback requiring our game to perform at 90 fps on Rift and 80 fps on Rift S; Is it required to perform at this level for all quality settings?The graphics options in the game enable the player to choose between different graphical qualities (from low to ultra).So do we need to ensure that a solid 90/80fps framerate for both the lowest possible quality settings as well as for the highest possible quality settings?thank you in advanceFabio
Instead relying on functions like ovr_GetTextureSwapChainBufferDX to draw something on the screens.Similar as Direct2D/DrawBitmap and BitBlt for PC monitor.
I aware that you can test in your game in a Quest 2 head set by doing a build and run in build settings. However, I've seen people on you tube test their game on there hed set by pressing play while the headset is connected to the device. How can I do this? I'm using a Quest 2 on Unity 2020.2Thanks
We are developing a non-distributed app that will only be installed locally on an Oculus Go. We want to cast this app but are unable to because the app resides in the "Unknown Sources" tab which makes the casting feature unusable. How can this be accomplished?
Has anyone had a good experiences with Fixed Foveated Rendering? I have tried to enable it from time to time but has always disabled it in the end.First times i tested it I got color issues. The parts with lower resolution got brighter so you could basically see the different areas clearly regardless what you were looking at. So, I had to disable it.Last time I tested it, on Quest 2, the brightness issue seems to have gone away. But now everything vibrates inside the FFR areas. I guess things get worse since I am rendering point clouds so there is a lot of small colored dots everywhere. But it's soo bad I can't really use the feature. I didn't notice the resolution difference though so that is nice.Oh and for me the difference between each FFR step were about 2-4 FPS. It would have been good to have in my program but vibrating picture gets annoying very quickly.So has anyone been able to use it in production? Do you get it to work well with detailed things like text, net
I want to develop an app on Unity, and it requires an Application IDNow I don't have one, but it seems I need to fill out a store application with a pitch and all to get oneThing is, I'm doing this to PRACTICE my coding, not so much to PUBLISH right away, I'm an amateur on a good day, and just plain inexperienced every other dayDo I NEED the Application ID, and if so, am I going about this wrong, or is the ID for Publishing purposes only
I would REALLY like to see this package broken up into TWO packages:1. Core package2. Samples/ExamplesThat said, in the interim, what is the MINIMUM I need to import to get a rig and hand/hand controllers working w/distance grab and teleport?
While there are lots of YouTube videos on the subject, many are out of date. I have questions:1. On Windows 10 Home (MacBook Pro w/Bootcamp), I have Unity and the official Oculus Link cable. Do I have to build and run each time or can I play the scene to view on my OQ2? When I do try to run it, I see three dots in the OQ2 and it seems to hang. The Link app is not running. Under macOS, this worked fine.2. What about EditorXR? I have difficulty with 3D perspectives. Working with Unity in VR would be a major productivity leap. Does EditorXR work on Win and macOS?
How can we disable bluetooth for our sensitive clients? Disabling Wifi is easy, but how to disable bluetooth on Oculus Quest 2? We don't need the controllers and want all wireless off.
Hi , after stuying the Kronos gltf format page and oculus dev support page i stilll can t figure how to implement LOD that i see working on official Oculus items . Any hint would be awesome . I m exporting tons of designs and that would make display lighter (and loading a bit heavier ^^) Also i guess it s too soon to ask about physics , maybe interactive/handable objets will be editable and documented in a next update ? once items get synchronised between guests. As of interactive objets,I d sooo want to get a working 2D pen to draw on (some?) surfaces (and a 3d pen to draw in thin air too ) . maybe medium will be avaible in home someday ? thats something you have in mind? anyway, I realy love where oculus home could go but I m still struggling to find infos . i opened a group on facebook if anyone want to come with questions or answers , simply search for "oculus home" .Also if anyone want to visit my place, i have same tag than here . thanks and hoping to hear fro
Hi All, I am developing an oculus Home like project where i am facing a problem of object passes through walls and other objects. The scene is described as, I have an object that has Box Collider and an Rigidbody (Gravity false , Kinematic true) A wall and a Floor with Box Collider and Rigidbody(Gravity false , Kinematic False) I am moving an object with hands movement. Translate object near and far using thumbstick, the problem is that when i move object far the object pass through the wall and floor. As you can see in the image below the object is passing through in the walls and the floor. Please help me and suggest a better solution. Thanks in advance.
I think there should be a membership(monthly and yearly purchase option) that can include a discount on games and a family sharing option between a certain amount of Facebook accounts. This way there’s still money that could be made and I believe more people would be willing to purchase more VR headsets. I absolutely love my sons VR I bought him. I was going to get the new Xbox but purchased this instead and I’m highly satisfied with my decision! I want to buy me one now but having to repurchase the games is what’s holding me back from doing it. I would definitely be willing to pay for a membership just to be able to share the games and content. Just like the Xbox one you can share with one other person. There could be the same limit on the quest so people aren’t sharing with tons of friends and family. Or do different levels of a membership. Example: one price monthly/yearly to share between two people; four people; six people. There could be the main Facebook account and then l
Hi, I'm ET, i'm also from BC. I'm a developer and I just bought the Quest2 and joined the forum.I'll be honest, I do have mixed feelings about the Quest2 (which I'll happily share with the readers/team). I'm currently considering a side project of a UI/UX project (something like "bigscreen").I'm also hesitant before putting hundreds of hours into a project to learn it isn't the relationship I'm looking for.I have more than a few questions/assumptions, kindly corroborate or correct:1.) Is the Quest2 a closed ended ecosystem? Would a user have freedom to download free programs or versions of android operating systems into the Quest2 without being 'tethered' to Facebook?2.) Apart from the above, as a developer, do I own the software I release to the Quest2 ecosystem? Do I own the software's IP after it's released? I'm not a lawyer, do I need a lawyer to go over the agreement before considering developing software for the Facebook Oculus Quest2? 3.) Am I obligated to sh
Hi All,Happy Holidays!I have a question about the persistence of a debugging app on Oculus Quest 2.When I start an app, for example i run it from Android Studio, I cannot find it in the device after the debug session.On other android devices, like smartphones, the app stay in the device until I delete it. That's good because you can deploy an app only for yourself, without submitting it to Oculus store. Can I do it on Oculus Quest 2?
... without any explanation. The downloads page has reverted back to 20.0 (1.37.0). Any explanation for the disappearance?
Application not showing in launcher after build and run from Unity or Installed using the APK file .. It runs but if I close the application its not showes in the launcher. Unity overrides the manifest file ...
Please anyone tells me how to transform the game object with gear VR controller using a pointer.Thanks in Advance
Hello,I'm following the API documentation for the consume_entitlement endpoint.The documentation says that it should return a 200 with a success boolean.The verify_entitlement works the same and it returns a 200 with success true/falseI'm always getting 400 Bad Request for the consume_entitlement endpoint.Any help with this?
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