General VR & MR Development
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Hi, I've been modelling stuff in Blender and exporting to Oculus home and I've had a lot of success bringing in my own objects with textures in the GLB format. BUT!! .. Glass is a real pain in the ass because it actually doesn't work. There's no simple way to have a glass shader with glb. I've tried a million different ways to do it and the best I've ended up with is a highly reflective, slight dark shader that comes with a tonne of static that looks like VHS fuzz ... which isn't very flattering.Can you tell me how one is supposed to do glass .. or anything that's meant to have high alpha channel transparency. Clearly it can be done as multiple Oculus objects have glass textures.I'd rather like to develop custom objects for Oculus and knowing how to do glass with the glb format in blender would be a very helpful thing.ThanksScott
I was going to try developing a game using unreal engine 4. When downloading the oculus drivers you have to extract the zip folder, look through it and find the .inf file. My problem is that I cant find the .inf file. I have looked through the entire folder and cant find it.Hopefully someone has the answer?Thanks,Robert Turner
Is oculus software being actively developed or Facebook decided to deprecate it? Doesnt work on Surface 3.
Hey guys,I know a user's Oculus id, as in the id you retrieve after calling Oculus.Platform.Users.GetLoggedInUser(), is subject to change. Does anyone know how often this happens? Is it periodic? Or does it just happen under specific circumstances?For example I may retrieve OculusID 2100927089938923 one day and 3410928012258949 the next for the same logged in user.Let me know. Thanks!
Does Quest support Android Visualizer? developer.android.com/reference/android/media/audiofx/Visualizer For the normal android device, code below works fine.var vis = Visualizer(0)But for the quest, it gives `Cannot initialize Visualizer engine, error: -3`I have correct permission, but tried it with non-vr app.
Hi,in latest browser updates default mode was changed to desktop.As said:"...Oculus Browser now loads desktop sites by default. This mode is better for the large browser windows in VR and desktop sites let you get more done.You can change the current site you’re on back to mobile mode by clicking a button in the address bar....."My question is, how we can switch to mobile mode programmatically using Javascript from the loaded page. Is there any API method for that?
What I mean is, save on rendering by rendering only objects close, separately per eye, but objects far enough have the same stereo separation, so they could be rendered only for dominant eye and copied over the other. Would this work?
What is the typical way to test the app in a team? Let's say each developer has an Oculus gadget and he want's to test a specific build. Through adb the game is uploaded only locally. Is there a method to upload the game in the personal account so each member with the credentials can see and run the app?Thank you!
alrighty, so the program I am making is a simple video shell app so all it does is allow the player to pause the video and click on some pre-defined targets that give some info about the thing in the video. pretty basic right? so I am using unity and how I am playing the video is by playing it to a render texture and using that render texture as the skybox and that all works fine. so far I have been testing it with 2k footage and that runs fine but I read on this page: Encoding High-Resolution 360 and 180 Video for Oculus Quest and Oculus Go [Updated to Include h.265 Support](on the Oculus Creator blog) that you can use 5.7k @ 30fps (5760x2880) so I got new footage and the 6-minute clip was 2.8gigs added it to unity and built it out to my go and tried to run it and I don't even get to the made by unity page it just crashes.so I guess my question is this does the problem lie with the resolution of the footage or the size of the footage or unity?Thanks in advance.
For WebVR I've found: vrDisplay.requestPresent ([{source: canvas, attributes: {highRefreshRate: true}}]);For WebXR only examples with: requiredFeatures: ["local-floor"]For requiredFeatures: ["highRefreshRate"]. I get "Unrecognized feature requested: highRefreshRate" Error in Oculus Go. Can I get supported features?and how to set 'foveationLevel: 3'?
Hi everyone,I am struggling to find the technical specifications of the Oculus Touch controllers (both Rift and Quest version) because I would like to study in more details the haptic system embedded in the controllers. I managed to find out that they are the LRA (linear resonant actuator) type judging by an image found on google of an Oculus Touch opened but I would like a more reliable source.Thank you very much, Louis
Is there a way to use social (Facebook) login as an authorization mechanism in apps? I saw some apps with the standard FB login screens but they belonged to Facebook in-house applications (Facebook watch). I am looking for a user-friendly way to collect emails in the app.
Greetings,We have created the following survey for XR developers to learn about their background, XR application, and development experience:https://www.surveygizmo.com/s3/5156935/XRDevSurveyRaffle for two $200 Amazon gift cards (RAFFLE IS OVER)Two survey participants will win a $200 Amazon gift card. The raffle will close on 24th of June 2020 (23:59 UTC).Requirements for participatingYou can participate in the survey if you have (1) used scripting, programming languages, or visual scripting (for example Unreal Blueprints) in developing at least one XR application, which (2) has been in development since 2015 or later.Your XR application can be simple or unfinished, and all kinds of applications, including games, are accepted.Objectives of the surveyThe analyzed survey results will help to understand XR development better and find ways to make XR development easier (better tools, guidelines, etc.).The survey findings will be made public in an open access journa
Is there a possibility to control an App (via. Oculus Link, Steam-apps) by reading and sending controller position values.I only need access to the controllers (no other sensor information from the VR-Headset itself).This is for a Computer Vision project. My intention is to train a model that is capable to play Beat Saber.However, I want to avoid developing an own game on Unity or UE.
I press create organization. But there is no response.
Hello,According to this Oculus blogg guide, setting the texture.MipMapBias to -0.7 is a recommended setting to keep the texture relatively sharp.Google this: ( I can't post links )common-rendering-mistakes-how-to-find them-and-how-to-fix-themBut as far as I can make out of the unity documentation, Android builds for such as Oculus GO and Quest, does not support this feature.I am looking for a work around for Android in Unity.Does anyone have any ideas?
Hello!I am developing a game that will launch on Sidequest as well as the rift store and I have a few questions.Will I have access to Oculus Platform Services if my app is sideloaded via Sidequest? If so, is it possible to make an Oculus Leaderboard that is cross platform with Sidequest and the Rift store?Any tips would be very helpful! Thanks,Matt
Using the OVR haptic APIs, I can't seem to find any difference at all using difference values for the frequency parameter. From my experiments, only amplitude has any impact on the resulting haptic effect on Rift S and Quest, besides setting frequency to 0 which turns haptics off. So assuming a constant value for amplitude, frequency == 0 results in no haptics, any value of frequency > 0 results in identical haptics.
Using the OculusRoomTiny(GL) as a test, the following code fails with error -3000 (ovrError_Initialize):ovrTextureSwapChainDesc desc2 = {};desc2.Type = ovrTexture_Cube;desc2.ArraySize = 6;desc2.Width =512;desc2.Height = 512;desc2.MipLevels = 1;desc2.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;desc2.SampleCount = 1;desc2.StaticImage = ovrTrue;ovrResult result = ovr_CreateTextureSwapChainGL(Session, &desc2, &ColorTextureChain);The error is happening inside of wglDXRegisterObjectNV.Changing just the type to ovrTexture_2D succeeds.In the ovr_capi.h the declaration for ovrTextureSwapChainDesc includes these two lines:ovrTextureType Type; ///< Must be ovrTexture_2Dint ArraySize; ///< Must be 6 for ovrTexture_Cube, 1 for other types.These are mutually exclusive though. If the Type can never be ovrTexture_Cube, then why say an array size must be 6 for that impossible type?Are cube maps really no longer possible? That note wasn't in older sdks (I know 1.26 didn't have it, but 1.35 doe
I'm not sure if this is the right place to discuss this issue. If not, please point to the right place.I'm working on some WebXR ideas using A-Frame version 1.0.4. I can a basic scene setup here. When the scene loads it starts playback on some ambient music. When I visit this scene in the Oculus Browser that ships with Oculus Quest and Go I can hear the audio when the page loads. Before I enter VR mode the audio sounds correct, but when I enter VR mode the audio is distorted. It's hard to explain what I'm hearing. I can still hear the music, but there is this constant cracking/static sound as well. If I "back out" of VR mode to the Oculus Home environment with the browser window, the distortion stops.I'm not getting this audio distortion on any other platform. Audio is working as expected on all PC VR headsets and browsers that I have access to. It is also working as expected in Firefox Reality on Oculus Quest. From what I can tell, this issue has something to do with the built-in Ocul
hi there,does anyone have any boilerplate code for using the axis in threejsvr?AK
We starting to get Death screen / blue screens after latest Oculus update on our computers at studio. Anyone else having problem with random blue screens when starting Oculus app or pressing "Play" button in Unity when using Oculus?
Game Description:The cultural richness and imposing aesthetics of pre-Hispanic sculptural art in Mexico are the perfect ingredients for the development of this experience that allows us to admire and recognize various ancient pieces in their sizes and real proportions in a harmonious coexistence in an abstract virtual space far from any conventional museum. The 3d models were made with the photogrammetry technique with a careful and detailed digital reconstruction to obtain the most faithful representations, adding a historical investigation for the content that will help us understand its meaning and value over time with analogies from other cultures in the world. world.Unique keys will be provided to be able to access the game download, it is very important that once you have played, leave your comments, feedback, that will help us to continue improving and therefore develop better gaming experiences.Comment and share.Descripción del Juego:La riqueza cultural y la estética imponente
So I have a feature in the game where I what to temporarily change the tracking origin. When I activate this feature I can trivially do that by calling ovr_RecenterTrackingOrigin and that is fine. But when I exit this feature I want to go back to the original tracking origin. I don't simply want to reset again, as the HDM could be pointing any which way at this point.I figured I could store the original tracking state, and then use ovr_SpecifyTrackingOrigin to go back. I can see from the documentation that "This transform is expected to be an offset to the most recent recentered origin", so it doesn't take an absolute origin. So I cannot simply use the origin from the original saved tracking state. Instead I think I need to calculate the delta that will take me there using the current origin and the saved one. However this doesn't seem to work either. i may just be getting lost in my quaternion math, but I figured I would ask here if this at least sounds like the right way to
Hi all,Just wondering if anyone noticed the massive diference between WebVR and WebXR? I have a few projects using A-frame for the WebVR API but since the new Oculus Browser 9.0 update and consequent removal of WebVR support my experiences became jittery in 6 DOF and also the viewport now laggs allowing to visualize the black outbounds outside the canvas, but the most impressive was the colossal jump in GPU load from avg 50 to well above 90! I thought that updates were suppose to improve performance and not the other way round! Any thoughts?
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