General VR & MR Development
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.. and drop support for existing non-FB accounts 2023.https://twitter.com/oculus/status/1295769244894785538I thought I'd start a developer discussion here, because I'm personally not amused. There were some explicit promises of this scenario not happening around the time of the acquisition but here we are. I don't think that linking a Facebook account, which is required by the terms of service to represent a real person with their real name, to what's still largely a gaming ecosystem is the way to go. No other gaming service goes that far and neither should Oculus.
I'm using an android NativeActivity, so I need to debug my `libApp.so`.I've used adb logcat, but because my program crashes essentially immediately, there isn't time to do much meaningful inspection. The backtrace it prints isn't symbolized, so that also isn't helpful.I've looked into adbd, but I get the error "/system/bin/sh: adbd: not found", so I don't think that's a possibility.
I set up on Oculus dashboard a Destination with DeepLink Type ENABLED.Than I got the destination URL and here I select my Oculus Quest device, but application is not launching in the device.I tried with Oculus GO and everything is working fine.Does anyone know if there are some settings to do for Quest support?I'm developing the application in Unity.
Hello guys, i found an unofficial photon PUN discord, if anyone needs help, you should come over here.https://discord.gg/DW2tuB
I have implemented a leaderboard in my rift app. When I test, my score goes into the leaderboard and can get pulled out fine.It doesn't work for anyone on my alpha channel. Their scores do not get posted. Yes I'm initializing the app and doing an entitlement check. Any clue why it only works for me?
Hi allI'm currently developing a virtual art studio for the Quest. My app currently loads png's from an external web url. This url is specified as a variable in Unity and thus gets "baked in" at compilation time. What I'd like to have is a JSON file locally on the device that the user can edit and specify the url (so they can load their own images). Can this be done and if so, does anyone have some sample code or resources I could look at?Many thanks in advance.
I'm designing a VR Lab with Go/Quest units to be used at our school, Bayside Academy MS, in San Mateo. We are fully funded by a grant from Gilead Sciences and the lab will open in August 2019. I have several questions regarding using Oculus Go/Quest in a school VR lab and was referred to the Developer Forum by Oculus support. We are working with Stanford's Virtual Human Interaction Lab to evaluate the learning opportunities in VR in a school setting. I have a number of questions about using VR with a class of 32 students and have not found a connection to an Education group at Oculus. I've attached some background information about what we are doing. If there is someone who can answer questions about casting with multiple units, faster ways to load content, and several other issues that are specific to VR in education I would appreciate the chance to talk with them. I'm also looking for any other school that has a VR lab.
We are working on a sports game which would benefit from having a controller with a particular grip. Is it possible to build custom hand controllers under licence or in collaboration with Oculus? Or create an attachment with the relevant grip which could connect to the exisiting controllers?Thank you.
Hey All,Is the OVR Overlay Equirect shape only available on the Oculus Quest? Asking because it currently doesn't work in editor on our PC and the rift docs don't mention it, but the quest docs do. If it's not available on PC, why not and any news when it will be? As a follow up, we are attempted to create a background for a loading scene but when we create cubemaps it appears we are very far off the ground, I was hoping to solve this issue using equirect shape, is there any other way to solve this?Thanks,Colton
Hi, can you test my my game? For free, of course.It is in beta, and I need testers to give me feedback.Game Title: HOPPY ANIMALSGame Description: Hoppy Animals is a third person platformer game (a bit like Super Mario) set in a remarkably stunning and explorable 3D candy world (a bit like the candy world in the movie Wreck-It Ralph). Characters can run, jump, attack and talk (voiced over).You can control with touchpad, gamepad, or Gear VR/Oculus Go Controller. It should work for both Gear VR and Oculus Go.If you are interested, please send me a message.Tony
When I run the ovr-platform-util tool to create a store build, Windows Defender warns that this is not safe. I assume this can be ignored but it makes me a little concerned that the main build tool hasn't been verified. I just wanted to make sure this was normal.
I want to reproduce the following process, but I couldn't find much information on the net.1 - On smartphone, launch Oculus application by third app or webb app in browser by clicking a button2 - The oculus app opens on the desired game page3 - Launch the game on quest or GO using the button present in the oculus app game pageI know 3 is possible, but I cannot find any information on 1 and 2.On native android app, I know it's possible to launch a third app using intent-filter, but I don't know if in Oculus app are present intents that allows this behaviour.About 2, assuming 1 is feasible, I need to pass some parameters to open the desired game page. Is this possible?
Hey guys,I just wanted to start an open conversation with the community about the Oculus Go sunset from a developer standpoint. I feel like we're missing information that we'll receive sometime between now and December (the sunset date) but I wish that we could just receive that info now so we can start making decisions.It feels strange to sunset a device before you've released the second version of it. I imagine Oculus is still committed to the idea of a 3 line-up structure (cheap - go, medium - quest, high end - rift). So I feel it can be assumed this rumored Del Mar headset is in some form a successor to the Oculus Go. Is it going to release before December? Will it be as easy to get on the app store as was the Go?Leaving a price void at the 200 mark seems strange as well. Is the plan to lower the Quest headset price to 200 around December? To fill this gap?As of right now, for a developer on Go, it feels that our users will really have nowhere to turn to. So whatever info you guys
Hello,Is it possible to change the OVROverlay Shape at runtime?I logged the currentShape in game and it changes correctly, but the actual visual image stays unchanged.I used this to change between quad and cylinder:overlayComponent.currentOverlayShape = OVROverlay.OverlayShape.Quad;overlayComponent.currentOverlayShape = OVROverlay.OverlayShape.Cylinder;Any ideas or is it not possible at all?Best regards,
Hi People! A client of mine wants to publish an Oculus Rift Application though the Oculus Store only to specific countries. They don´t want the App to be available through the Oculus Store Worldwide. Is it possible to achieve this through the Oculus Store?Best Regards
Hello,I'm doing research on retinal prosthesis simulations using the Oculus Rift CK1, Oculus Quest, and Oculus Go. Retinal prostheses are typically only implanted into a single eye and to make a realistic simulation, we need to know what the monocular FOV is for each headset. We don't need to know what the person can actually see, we realize this depends on a lot of factors. We need to know what percentage of the full screen is being rendered to each eye. We are using Unity, I'm not sure if this is part of their software or if it's something that's handled by the headset. I'm assuming it's something that was figured out by the developers of the headset. Your help is appreciated!! TLDR: What’s the monocular FOV (as determined by the software). For example, if the camera is set to render 110 degrees, would it render 65 degrees to each eye and then have 20 degrees of visual overlap in the middle?
Can a arduino IR tracker for the feet be made
Blender just released 2.83. Even though I've been anxiously awaiting the release (as I do EACH release)... I was NOT aware prior to downloading it that they just introduced VR mode, using OpenXR. I don't think you can actually easily edit in VR (if at all), but you can at least preview your meshes and get a feel for their true size. Tonight, I got a chance to set it up and get it working (launch it with blender_oculus.cmd, and enable the VR add-on), but it's getting late and I will have to play with it more tomorrow!Anyone else excited about this? I was wondering how long it would before we saw a true professional-level 3D editor in VR, and it looks like we have the beginnings of one available now!
In the Quest, var vis = android.media.audiofx.Visualizer(0)It gives `Cannot initialize Visualizer engine, error: -3`0 means current output audio. I checked the android device and it working but not working only with Quest!
Recently purchased an Oculus Quest and wanted to add support to my custom home theater solution.I've built home theater software which delivers my content via a web interface to various devices around the house.So far, its working great, I launch the Oculus Browser, navigate to the home theater URL, pick a video, hit play and the Oculus browser displays it just fine.Then, via a (fullscreen) button, I use the document.requestFullscreen() method to enter full screen mode - also working great.Once in full screen mode, the Oculus browser allows me to manually pick: 180, 360, 3D from the Browsers VR panel.QUESTION: Since I know the videos are 180 or 360 and 3D is there any Javascript methods/properties that could be used to set the desired display mode so that the user does not have to pick them manually?It would be perfect if, after calling document.requestFullscreen(), that I could do something along the lines of document.oculusMode = MODE_180_3D to automatically set the correct full
I am working for a company that makes educational vr applications and would like to distribute through activation keys that expire after say 12 months? I have looked through documentation and submitted a ticket, but no luck?
How do I choose the platform best for me - Native, Unreal or Unity?
Hello every Oculus Developers,I am Yongbum Kim,I made a kind of VR User Interface API (a Unity Asset) named as "VR Tablet PC".Instead of using the existing projection pointer & buttons, VR users can draw lines or write letters or type a keyboard in VR space 'by directly contacting with stylus pens'.It's Youtube's content of my API. ----> https://youtube.com/watch?v=1gV6DRLtPLA&t=3sI use the Oculus rift S system on my API, and Rift S is really great for my API. Specifically, wide tracking area & minimum least focal length by 5 cameras are suitable for tracking touch controllers grabbed by both hands that act as stylus pens.I wonder if this API can be also applied to an Oculus Quest connected to Desktop PC.It is a question whether the Oculus Quest connected to the PC can fully utilize the power of the PC's powerful CPU/GPU.For reference, my PC system connected to Rift S is '8700K / 32GB / 1080Ti'.And, I have one more question. Rift S has 5 came
Currently I am creating test users one at a time, setting a password, pin and enabling facebook. Then I add each of these testers to the developer member group,then I log in each of these users on oculus home and enable unknown sources, then I launch my game from the Unity editor and submit a score to the leaderboard I'm testing.Is this how everyone is testing leaderboards? It doesn't seem practical to create large amounts of user entries.Should I just create a bunch of temp leaderboard entries to test filter methods and ui overflow? Is there a method to create dozens or hundreds of test users at a time from the developer portal and automatically assign member groups,random scores to each scoreboard and group these test users into friend groups?
ermm.. After an UI update 18 (which i could not avoid, nor did I see it coming to read the release notes..?) I miss the whole section of "sideloaded" appsINCLUDING the access and ability to START & TEST my own developed and loaded applications (3 of them) ...===============================Questions:A ) how to start my apps now on Oculus Quest?B ) why is the UI not anounced and offered as an option?C ) why are there no use notes and tech details available in full detail? (I mean thee is huge lot about voice commands, but NO MENTION of losing the sideload menu)Thank you in advance :) cheers
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