General VR & MR Development
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It has been 3 months and oculus has NOT paid us a dime of our money. we have exceeded the $100 each of these months. we are owed over $2,000 now and the payments team lied saying their system tried to transfer our money last month, after they "fixed" the issue as they say my next payout would have been april 18th, now here it is the 27th and still not 1 reply to tickets, not one penny of our money has been transferred.... they said for sure the money would be in our account on the 25th. yet like i said here it is the 27th not 1 reply nor 1 penny of our money.so where is our money? why is support lying to its developers?
Hello Oculus dev community!My name is Thomas Ryan, also known as Sound Psychologist.Recently i have been trying to get into VR development, but am having a hard time finding a god piece of software to use to create my project.My project is a 3d music performance app.most of the "VR Concerts" i have seen are either camera streams, or downloadable music videos.I'm trying to make a tool that allows anyone to create performance spaces, perform shows without too much hassle, and to create really sick visuals.The app will also include realistic speaker options, allowing for the design of realistic audio spaces that mimic real life concert venues.This should accomplish 3 things:1) [User/attendee side]-- someone can use the app to attend music concerts in a 3d space.2)[Creator(audio) side]-- a music artist can easily install the app and or a VST into his computer/DAW and stream the audio to the in app speaker systems in real time.3)[venue creator]-- the app will allow you to design a music ven
How soon will they come out with Phantom: Covert Ops ? I read it was to out a couple months ago ?
The Oculus and the Vive have this light proximity sensor that detects whether you have your VR headset placed on your head currently or not.Is there any way to tap into that for our own game checks? E.g. We could pause or restart the game depending on whether the headset's being worn or not.I'm using Unity/C#, but any (driver / API level) help is much appreciated.
Hi,I need to start Application automatically when power on Oculus GO, is it possible ?If yes, how I can do that.Ludo
We currently develop and distribute an application that enables users to generate 3D images and videos from data captured with a microscope.Our existing application uses the now defunct and barely supported Nvidia 3D Vision technology via their SDK and 3D Vision glasses and IR emitter.We generate what is ostensibly a standard JPS file for still image viewing and also have to the ability to generate videos which we currently save as AVI files.For obvious reasons, we need to evolve away from that platform and integrate with something that is actively supported and will be in the future.We are considering Oculus Rift.What would be the recommend development path (SDK, examples, etc.) to follow in order to integrate 3D still-image viewing into our existing application using Oculus Rift? Would Nvidia VRWorks Graphics and Single Pass Stereo also be advantageous?Eventually, if the above still-image integration proves straightforward enough, we would like to also solve the video generation prob
3 weeks ago I applied for the oculus start program, 3 weeks have past andIi haven't heard a single thing back from them. On the oculus start page it still says "Application already submitted". I know times are strange right now but shouldn't have I received an email back by now? What should I do? Thanks
removing as outdated
Hello,I try to figure out, how to add postprocessing effect (like bloom/glow) on the following sample: VrCubeWorld_SurfaceView.I have some good examples for bloom effect around, but I am not able to adapt them to the VrCubeWorld_SurfaceView...Here are some calls done, that are not so much documented:glFramebufferTextureMultisampleMultiviewOVRvrapi_CreateTextureSwapChain3Is there a sample (from Oculus or not) that demonstrate the postprocessing effect in the native VR context?Thanks!
Hi!My submission process was failed because of VRC.PC.Input.3. I got this message from Oculus: Selecting the Reset View function does not vertically reset the user's position. I checked other games on the store and the reset view function worked as in my game. I'm using Floor level in he OVRManager. What is "vertically reset"? Thanks for your help!
Hi,I want to programmatically download 360 degree videos from a given URL, and then run them in the Oculus Browser.What is the simplest way of doing it?thanks
Hi Guy, first of all, im fairly new to this. Let me get right to it....I am currently trying to measure the performance of my VR application using OVR Metrics application which i installed on my device. I played SuperHot for a little while to get an insight at how a VR game should perform. Whilst playing, i logged the performance data. I can view this in the OVR metrics app, as well as my desktop PC. Here is the problem, i go to measure the performance of my game, a level at a time, and i proceed to the OVR metrics app in the head mounted display. The logged data from the session is there, and i can see the graphs with the relevant data plotted. I want to extract these as .PNG images for use elsewhere, but when i go to the file browser on my windows desktop, the logged data file is only showing the session of Superhot, and not any sessions from my own game. Why could this be? Does anyone have any ideas on how i obtain my performance data? NOTE: When i go to record the session, i l
After the last Oculus update on April 2nd-2020, the headset has problem booting up time to time. I need to unplug and plug the DP and run the device setup to get it to work. Is that happening to anyone else?
Hello, I'm not sure if this is the right place for this question. If not, I apologize in advance.I'm trying to create custom 3D models for import into Oculus Home. I've been able to create a fairly complex robotic model with simple bone animations to move the eyes around. This works perfectly when imported. However, as soon as I try to skin any part of the armature with vertex weights, Home crashes with no indication as to why. I've pre-validated the glb (github.khronos.org/glTF-Validator/) and there are no errors. I can load the glb in all of the viewers (gltf-viewer.donmccurdy.com, babylon.js, Three.js, 3D Viewer, etc.) and everything looks good. Is there a log somewhere that I can check to see what causes the crash?
Hestabit is a top-notch app development company in the UK. We are a startup-focused firm that believes in designing mobile applications that facilitate user engagement and help a business or a startup to scale up.
Are the SDK the same for Rift and Rift S in Unity?
Hello!The example source code provided with the Mobile SDK makes use of OpenGL ES shaders, which in some specific places, have a syntax that is different from the syntax of regular OpenGL.I just found out recently you now can connect an Oculus Quest to a PC for tethered play. How does this work? I mean, with this mode, your PC becomes the GPU, instead of the hardware on the headset. The examples in the Mobile SDK contain only ES shaders, and there is no indication of switching shaders when in tethered mode, so... how do these shaders run in a PC?
We want to distribute a version of our app to some test users through Release Channels. Do the test users have to enable Developer Mode on their Oculus GO's or can it also be distributed without enabling that?
Any idea when we can expect an OpenXR runtime for Oculus Rift to be released? The OpenXR 1.0 announcement last week said "this week" unless I'm misreading it, so wondering if it's delayed or if I'm being impatient or if I misread.
I've failed the app review process three times in a row due to the Entitlement Check.Specifically:The app must perform an Oculus Platform entitlement check within 10 seconds of launch and exit the app if the check fails.Can anyone offer some advice as to how to test this before I send the app into review again?How do I check to see if I've done it correctly?Thanks in advance.
Unity, Oculus Quest, WindowsLatest versions of all.Is there a way to set a specific point on an object that will attach it to the GrabVolumeBig item every time? If you type in OVRGrabber, Distance Grab, Grab, you only get the same search results every time and none of them have a good answer for grabbing an object in the position and rotation desired. What would be the best way to set a point in an object and match it with a point in the hands of the Player?Any help would be appreciated.
Hi, we tried build with unity a simple proof of concept and have deployed it using the Alpha channel in the develper portal. The game shows up in the Developer view in the Oculus Quest, but there is no download/play button and it just provides an endless refreshing icon.The screenshot below shows the situation. (Yes i masked out the name with a red blob)
Hey guys, just looking for some quick guidance here before I go and use a whole day trying to figure this out.I'm trying to upload a PC (rift) build to my app's alpha channel and basically I was wondering what this process is. Also, I'm using Unity. It says upload binary, which is already confusing because Unity builds have many files. So do I .zip all the content then upload that zipped folder? Do I just upload the .exe file and the rest comes with it? What am I actually uploading? The question about firewall exceptions, is this just for any app that uses networking? And the redistributables, I'm not really sure what that means in general. Any guidance would be appreciated. Thanks!
Hello, can someone explain to me why oculus has not included in its vr development options for unity or unreal, the essential options for VR ????-A simple and effective haptic feedback ?!-A simple change of skin or mesh for the hands ?!-A UI system by pressing with your finger or hand ?!And so onWe are entering a new generation of VR, steam already has all that!
Hi,We're currently working towards the 1.0 release of our game thats been in early access for the past few months. When testing the other day, one of our artists got and error when loading from the cloud using CloudStorage.Load(), then, when trying to create a new save he got another error (CloudStorage.Save error: notify_write_cb failed). The only thing that fixed the error was going into the live version of the game and clearing all save data. We've had a look through our save/load code and can't find anything wrong, so I was wondering if anyone has any ideas what causes this error and any potential fixes.ThanksFull error log: <color=orange><LoadOnline>b__9_0 : Error loading from cloud, creating new profile</color>UnityEngine.Logger:Log(LogType, Object)UnityEngine.Debug:Log(Object)SaveOculus:<LoadOnline>b__9_0(Message`1)Oculus.Platform.Callback:Invoke(Message`1)Oculus.Platform.RequestCallback`1:HandleMessage(Message)Oculus.Platform.Callback:HandleMes
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