General VR & MR Development
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In unreal engine...I have been looking into this for the past couple of days (I promise i have not lazely come straight to a forum with the first problem i came across).The Doll in this image has an animation which begins to cycle when you press play. (It spins, animated in blender).My current ambition is to point at it and get it to play animation with a button press, In an ideal world i would be able to pause and resume the animation too.I Have looked into animation montages (even made one), I have viewed and read up on various "Play on button press tutorials"But i cant seem to get it. I would GREATLY appreciate some advice on this.If you have done something like this or could help in any way please enlighten me. Im having a very hard time with this.Is there a fairly standard BP layout ?Thank you for taking the time to read this!
Hello Mods, I need you help with enabling my account to post URLs as I cannot get the support I need without. I am having Unreal Engine on MacOS install errors and would like to reply back with what I am doing to get the error and cannot as there is a URL in the command line I am trying to share.Much appreciated,Immersive Matthew
Hello! Meshes in VR are perceived much less than in reality. Meshes were made in Maya in natural size, exported to fbx (meters). In Unity, Scale factor 1 (1 m File = 1m Unity).For example, the height of the Reichstag is 47 meters. All sizes are correct in Maya and in Unity. Cubes (the size of a meter) on the screenshot are visible on the left. Everything is also correct. The last screenshot from the Oculus Go. There is no more than 20 meters visually.I tried changing FOV in OVRRig cameras, but it doesn't help. The trick with parenting camera to object and scale it doesn't work too. Are there any solutions?
Greetings to the developers!I am in doubt if it is worthwhile to develop for oculus store. Would anyone know how to talk about monthly sales of the best-selling titles in the store? Is it financially worthwhile for these big studios?
Hi All, I just received my welcome email to the Oculus Start program!! (Whoo hoo!) I'm so excited! The welcome email directed me to post to the Oculus developer forum to request my access to the private oculus start forum, to get my badge, and reference to the discord server. Can anyone provide some help?Thank you!! Matt
Hello all,Introducing myself as a beginner developer.... or kid in a candy store ;-)I was able to upload a couple of items that should not have made it past your rules. Support chat (shoutout for their help) had me do a manual uninstall in safemode. That did fix this one part I am not getting reloaded every time I open inventory. However, the files are still available in my inventory and so causing experience issues still. Question: how do I delete the files, or get them deleted? I can provide file IDs until a bigger fix of allowing for a more throughout deletion. I'm using quest+link files where created in maximo and blender and psp and blender and just blender and just....once I get past this - errrr learning Unity next, If anyone wants to mentor me :-D
So, just got a mail from a customer receiving a replacement controller from Oculus, claiming the new controller have a different placement of LEDs, turning our protective Mamut Halo unusable.While I find this very unlikely, and without any update to Touch Accessory Guidelines, I still want to make sure this isn't a thing.
Hi -We got a notification that our app "AVATOUR" was "Approved (keys only)" on March 4. On March 9th we got an email notice that we passed "Content Review." Our dashboard shows "Submission Status: Approved." Yet, the app doesn't show in the store, and the Keys section of the dashboard just has the descriptive screen and no way to actually set up keys.We're eager to get our app out there ... what's the hang up? If there's additional review happening, can we get Keys turned on in the meantime?Thanks -Devon
A week ago I got accepted into Oculus Start, and was really excited! Unfortunately, I still can't access the private forum and my Unity Plus key doesn't work. I already replied to the email, explaining the problems. A week later and I still haven't heard back.Looking at other forum threads, I learned I need to click where it says "Developer", but the Oculus Start option doesn't appear for me. It looks like I don't have a forum badge either?Has anyone else had this problem? What can I do?Edit: I finally received access to the forum! Thank you!
Using:- Unity 2018.4.2- Oculus Integration 1.38- Rift STest Environment:- Clean, new project, only Oculus Integration inside and a test scene with default cubes- Tested on two different machines with two different Rift S headsetsProblem:When I disable "Use Position Tracking" in the OVRManager of the default OVRCameraRig, the image inside the HMD gets super distorted. The image in editor is displayed correctly however. What I would expect from this checkbox is to simply disable 6-DoF positonal tracking and switch to 3-DoF instead. So there seems to be a bug of some kind.Does anyone know about this one or can provide a workaround for dynamically switching between 6- and 3-DoF on runtime?Best,Adrian
I gave a talk at Oculus Connect 4 where I talked about how Oculus Medium does its mixed reality implementation, and I promised attendees I'd share our shopping list of the actual equipment we used, because we tried to be pretty scrappy about it - for the entire physical installation I think I spent less than $2000, and that includes the $500 ZED stereo camera, on top of the lightboxes, ceiling clamps, green sheets and gaffer's tape, camera shoulder rig, and so on.Sorry to people who've been patiently waiting for this, I know it's late, that's just me being busy / lame. Feel free to ask questions here, I'll answer all I can.Lots of photos at the bottom.One final disclaimer note: most of this equipment is literally the first result I found when I went to Amazon and typed a search string in. I'm not saying this is the best equipment available, or that nothing else would work. But I can say that this works for us. Also, obviously it's based on our room; the Medium office demo room has, sig
Hi Everyone,I have posted this question elsewhere but thought it might be better here. I am a teacher for children that are blind/partially sighted and would really like to use the Oculus to simulate vision loss/ types of visual impairment. I think this could be a really powerful experience for teachers/peers/parents etc. As far as I can see, this does not exist in the store. Does anyone know of a developer that is working on a project like this or how it might be done? Thanks!
Is there any means to modify only one eye for a lower frame-rate, resolution, or brightness/contrast. If so it would open up a lot of possibilities for vision therapy. If you know any commands to run to modify one eyes variable for those I would appreciate it greatly
The latest updates from the Oculus Software, Integrations, and Docs teams are now live. This month's major updates include the launch of Oculus Rift livestreaming, the introduction of a new Audio Propagation package to our Audio SDK, and more!Read more here: https://developer.oculus.com/blog/february-monthly-tech-updates/
I've been working on a gesture recognition AI which trains any gesture (whether from your hand or a controller) in about 30 seconds. It's been tested for VR extensively, and also works with Android (as well as any other motion data). There's a Unity plugin already built. But the main thing I'd really like is to see if anyone wants to use it with the new hand tracking functionality on Quest. This AI will make it really easy to make a controller-free "spellcasting" style game where different gestures cast different spells - or anything else you can think of! Of course it works with non-Quest headsets as well for controller movement. Looking for 3-5 early adopters to get on board and save yourself a lot of time programming gestures! You can see more about it by googling "MiVRy" (can't post links here for some reason)If you'd like to try it out and/or become an early adopter hit us up at support@marui-plugin.com Cheers all, have a good day.
Ive installed a game on my Oculus a mouth ago and Ive been playing it. But since then Ive had some issues with my PC. So I had to reset my PC back to factory and reinstall everything. I got all my games back on my Oculus except one (from other suns) it wont install. Ive tried all most everything like turning off the Oculus and turning it back on. Turning off the PC and then back on uninstall and reinstall everything but that one game wont reinstall. IT worked perfectly fine before and didn't have any issues. So if there is a solution please help
Hello! I intend to buy a number of Oculus Quests. I was concerned with license restrictions.As I understand now, I am allowed to buy Quests (for business only, not consumer devices), put in my own content, and rent it or resell it to my clients given that I buy Quests in a supported country. Let me quote oculus.help@exertis.co.uk answers to my questions:"...you can use the product with your own software as you own the user rights...You can resell devise as we fully expect you to buy add you solution and sell on. I hope this helps but as stated you would need to buy in a supported country."This is what I don't understand: once I buy Oculus Quests for business, and once I opt for hardware only without your proprietary software, what do I get in the device to lean on in terms of the firmware? Also, would it be possible to run this third party solution on 'blank' Oculus Quests:"Viar360 dot com"s well as this one: showtimevr dot euI struggle to find straightforward answers to my
I am trying to implement custom hands, for some reason it stutters / lags. I set the frame time to 90fps which helps a bit but still way too laggy. I have searched online for a long time and can not seem to find any answer.To be more specific, it is just the hands that lag / stutter. Seems to do it more when moving or turning. The custom hands are not attached to the OVR player controller, attaching them seems to make them disappear.Can anyone explain whats going on or has the same experience? ** I have already tried setting the time settings to 1/90 which is 90 frames per second. This does not stop the jitter / stutter / lag with the hands. Thank you in advance.
Hi all, We have a demo room wit a size of 5 by 10 m. We're developing a multi-user VR experience for this demo room using the Quest. For all quest devices, we will be setting up the guardian system according to the full room boundaries. I want to create a virtual world with the same dimensions of the real world room, and then align the virtual world to the real world. My question: As a developer, is it possible to align the virtual world to either the guardian system or the real world (by making use of the camera for example)? if impossible on the quest, would the same thing be possible using the rift s?If this is not possible at all, the only workaround i can think of is to define an initial spawn position of the user in VR, and launch the experience on each quest from that exact position with the right rotation in the real world.Any thoughts are much appreciated!
I'm currently developing a game with a target of Oculus Quest. Based on the experiences of others' that I've read I have every expectation that I won't get accepted on the Quest store. So I'd like to develop with the full expectation that I don't. Is it possible to put IAP in a game without being officially listed on the Oculus store?I'd expect people would be able to sideload the game via sidequest, I'm happy to give the game away for free, but I'd like the ability to have some ingame options just in case. It's not a core pillar of the game and I'm a sole developer so I certainly don't want to be writing a payment processing gateway or worrying about the security and overheads related to all of that, but I'd love to plug into a gateway.Is this a pipe dream?
Is the IAP limited to only $199.99 or can it be higher than that? Does oculus allow third party purchase gateway? Am I allowed to sell real items? Thanks!
Hey,I started using Oculus Medium with the Rift S on a Windows 10 machine this january. Everything was fine but now when I make a stencil it is stuck on the loading screen and turns into the cinemascreen view with everything around that rectangle being black. Also when turning the head the contours of whats on the screen smear if that is relevant. I tried letting it do its thing for 15 minutes but nothing changed (the sound of it processing continued though. I also restarted and updated Windows and the Oculus Firmware, tried different projects and even just tried turning extremely lowpoly-blobs into stencils but it´s all leading to the mentioned freezing.My machine specs are:Graphics Card: Nvidia GeForce RTX 2070CPU: AMD Ryzen Threadripper 2920Xand 32 GB of RAM. Other than Google Chrome and Spotify I didn't multitask heavily either. It just suddenly stopped working fine.Do you have any clue what the root of the cause could be or if this is a common problem by any chance?
I'm running v1.8 SDK and am unable to upgrade at the moment.Everything seems to be working in my implementation but I am unable to query the statistics for reporting.I am already calling ovr_GetPerfStats() directly after ovr_SubmitFrame() like so: result = ovr_SubmitFrame(m_session, 0, &viewScale, &layers, 1);ovrResult res2 = ovr_GetPerfStats(m_session, stats);Both function calls return success but the stats object returns empty with 0s for all data items. All values in the performance HUD are populated correctly.Does anyone know why this is occurring?
Hy. Im a developer on a vr application that uses oculus. Currently we support the devices Gear VR and the Oculus GO. But after the update of the oculus sdk we want to disable the support for the Gear. In the settings of the app (In oculus) I desellected all the mobile phones under the Gear but when I upload a new build it still cries about test compatibility for gear vr. What did I miss?
The app will not let me enter my visa at all and is saying that there is an error doin it and I have also tried other cards in my household and they have not worked
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