General VR & MR Development
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It would be nice to implement some AR features in my app. Will I as a developer be able to use the headset camera feed?
I've followed many videos and tutorials and fixes but none seem to fix the problem I'm experiencing. Most people have been launched back due to the object they grab colliding with the player and pushing them back, however that is not what happens in my case. Whenever I press the grab button even if there is no object in the players hand, depending how close the hand is to the player, the player will launch back. If I decrease the player controller radius, the radius the player can grab without getting launched decreases so I'm assuming it has something to do with more collision issues but I don't quiet know how to fix it. If my description wasn't good enough I can post a video on what's happening too.Thanks
After moving from WebVR to WebXR on several pages, the event vrdisplaypresentchange is not firing when entering VR using Three.js r113. It did fire in previous versions of the library when entering VR. This problem occurs on both Oculus Go and Quest. Is this a known bug with Oculus Browser 7.1?
The Oculus Integration package sample LaserPointer (demo located in Oculus/SampleFramework/Usage/DebugUI) doesn't work with Unity versions 2018.4.13f+. I've made several tests and it doesn't seem to be related to the version of the Oculus Integration, but to the Unity Project Version itself (works up to 2018.4.12f). Taking the DebugUI sample scene as example, it works as intended in the Unity Editor, but once you build it, it will not register click events (I'm using the Oculus Go). This problem can be fixed simply by changing the project's Unity Version as stated above and rebuilding it. I do hope you are aware of this issue and working for a fix, as currently it seems like the only decent LaserPointer sample included in the package.
After a year of work, my application was finally approved on the store.What I'm noticing from the sales is that they mostly come from the USA, and some from England and Germany.But the rest of the world? How is it possible that purchases only come from these three countries?Has Oculus not been sold in France? In Spain? Asia in general?Is it possible that sales are influenced by the language of the product?The product is obviously only in English.
Using Unity 2019.2.19f1 on Windows, Oculus Integration 12.0. When loading the sample Unity throws the following error:Exception: Cannot load. Incorrect path: Packages/com.unity.render-pipelines.lightweight/Shaders/Autodesk Interactive/Autodesk Interactive.shadergraph Null returned.Both the Unity installation and the path to the project have no spaces.
Hi,ever consider an "NDK subforum" not be "submersed" by "Unity/UE questions/stuff" given the ratio is probably 95/5 ? ( i.e. it would appear there's lot more going on with those 2 engines than "Native" ? ).Just an idea, I suppose it would be mostly empty anyway but at least would keep things a bit easier to search ( for Native developers ).Cheers.Side note : after MUCH work, "I finally got Vulkan working on NDK / Quest", yes, "something other than that demo code now exists" and continues to be in the work, wish there could be a bit "more" of this.
Hello everyone,I would like if it possible. If I start my Oculus Go, it would instantly play a video without opening anything other, and when the video is finished the Oculus Go would turn off.I'm asking this question here beacuse I don't have any idea how I could face this "project".Kind Regards,JustBetter
I've been banging my head against this for several days now. I'm trying to set up VR multiplayer, and I run into this problem where my player loses all input when I respawn him. This happens at the very beginning, in the lobby, when I am just trying to choose between several characters. On EventPostLogin I spawn the initial Pawn. Then later, I try to respawn it by destroying the old actor and spawning a new one. The new one does not have a UInputComponent for some reason. Is there something special about the VR character that you cannot make a new pawn? Why would the new character not have a UInputComponent? Anyone know how I can respawn my VR player character?
There is a really big issue with the Oculus Software.Today I tried Oculust Quest with Oculus Link on my Win 10 - 64 Bit PC, so far this worked as expected ... from the GameplayHowever to install it on a different hard-drive than C you have to use parameter like in the stone time ^^ instead of using a gui file chooser ;) OK this is not the problem, but it is very funny :DThe problem is that after I stopped gaming I observed a high CPU usage on my Unifi Security Gateway (Router)in between I also observed some small interruption on MultiCast IPTV (I assume this happened due to the CPU usage)I checked PI Hole (acting as a DNS resolver to detect problems like this) and I was not amused Millions of entries (5.377.147) in 3 hours (around 5000-6000 every 10 seconds) forsrv _ldap._tcp.dc._msdcs.admin-pc.localdomain where admin-pc.localdomain is the local address of my Gaming PCIt started as I installed the Oculus App so it was easy to detect the problemTaskmanager --> kille
Oculus:1.44Unity:2019.1.14fI packaged the plug-in and tested it on Quest. The script on the program could not run. I just modified the UI text, but it did not run
I'm purely a flight simulator fan, more specifically DCS and typically helicopters. To attract such an audience and therefore potential customers you could design something that will make you standout from other developers. I've been thinking of a flight helmet. A helmet with high quality built-in headphones and boom microphone and what would normally be the visor of the helmet, you install your goggles. The goggle installation can be designed that when you upgrade or build newer VR goggles, that they can be installed onto the helmet via a universal mount.The helmet design just doesn't have to be a flight helmet, you can have multiple designs to attract different customers, for example; infantry, racing car, motorbike etc. etc. Anyway, its just a suggestion and a product that I would certainly purchase.CheersJohn
Just want to get up to speed with what everything is called so I can ask slightly less obtuse questions
whenever i try to play videoPlayer, it's shown as black texture with audio. and also sometimes, A videoPlayer shows the other videoPlayer's clip frozen.Do you guys have any idea?i simply coded like this : ```videoPlayer.clip = Resources.Load(path) as VideoClipvideoPlayer.Prepare();videoPlayer.prepareCompleted += (player) => { player.targetTexture = new RenderTexture((int)player.width, (int)player.height, 0); player.Play();}```Pretty surely, I'm using the targetTexture for rendering in the other script.it works well in editor, but if i build into Oculus Quest, it doesn't work.plz help me :neutral:
Hii..Alli want to screen cast oculus quest to pc. I have already used Scrcpy and GUIscrcpy when its connected with usb there is no latencybut while connecting the same in TCP/IP the there is loss in packetsis here any solution.
Hi! I am new to the whole VR scene and I want to replace the standard model of the CustomHandleft/right prefab with my own model, is this possible? and how would I go about doing so?
I had 1.3 installed on the quest but the tool never seem to start anymore in the apps. I tried installing 1.4 (23 okt 2019) but I get a 'incompatible' error while installing.Any suggestions?
Hi everyone :)We're now checking possible 3D pipelines for our VR title, and we thought to try out working with Quill. Using the default export options and tools resulted in very poor performance, even when optimizing to a degree where almost nothing is visible (and also on PC, not just in mobile VR...).How does the native quill player render these assets? Does it just use the brush curves and creates the mesh in a geometry Shader?
Hi,Thank you so much for accepting us to oculus start! I just had a couple follow-up questions. In our application, I listed that we would like an Oculus Go for our current development (and down the line we are considering possibly a Santa-Cruz device once it is a consumer product). How do we go about making that happen? Is it already on the way? There wasn't any info about it in the acceptance email.Second question. I have a colleague who is the sole other member of the Perception Games organization in our Oculus Dashboard. Do the perks of forum badge and personal instances of support apply to him as well since he is in my organization? Or just me?Finally, what happens after the year of membership? Am I (are we) able to renew? If our game isn't complete yet?Any answers would be appreciated :)Thank you!
The problem is that the hands are offset way ahead of the player and tracking is with opposite hands I am using customhand left and right.both parent transform and player are set to OVRCameraRig and OVRPlayerController respectively.
Hello,I've been looking into non-linear rasterization that could benefit VR and wrote paper about it.Basically with this technique image can cover full headset screen, without borders, render with native anti-aliasing and in native resolution directly with lens distortions.Paper is available online atmaxfober.space/research/Perspective_of_Visual_Sphere-JM_Fober.pdf*I cannot post the full link due to my permission on the forum.Hope VR community will find it interesting.
We have been experiencing an issue with our roomscale UE4 project where the player is moved to a new location and then back again through no input from the game.This seems to be the order of events.1. Game is being played and everything is fine.2. Headset goes black with three dots flashing in the middle of the screen. This lasts for 1-2 seconds.3. Screen comes back on with the player in a completely different location in the game than they were before the black screen. This lasts for 3-4 seconds.4. Player suddenly moves back to the location they were at to begin with.We have had this happen multiple times but it is rare enough that we haven't been able to trigger it ourselves to debug it.
App Deep linking method is not working in My Gear VR,But works in Oculus GO.Is there any technical reason? Please let me know If anything I need to know.Thanks in advance..
Hello everyone,I'm working on a C# project (winforms) and try to get the connection status of Rift S devices (headset and 2 controllers). Because oculus provides us a C++ SDK, I searched on Internet for a C# wrapper but they are old.Has anyone seen a C# wrapper which compatible with the latest SDK ?Thank you.
Hi all. I'm a software engineer with experience in Java, JavaScript and Angular, along with HTML and CSS for web development. While I do have some programming experience (2 yrs or so), I have never developed a game or any sort of virtual reality app. I am interested in trying it out. I'm hoping you all can help me by listing as much as possible of what I will need to study/work with in order to do some VR development. For example, I can see that I will need to learn to use Unity and maybe Unreal, and I am assuming I would probably need to learn Photoshop. But what else do I need to learn? For now I just want to do some basic things to get my feet wet - perhaps an aim-and-shoot game or a fly-through-hoops game. I can get fancier once I've become comfortable with it all. Also, if any of you know of any Udemy-type courses or tutorials on the web that I should work through, I would appreciate knowing about those. And if there's a certain order in which I should learn these things, for exam
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