General VR & MR Development
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Hi! I want to protect my app from being hacked. Can I obfuscated files provided by Oculus in my application, with the help of special programs, or is it illegal?
Just curious, but my Quest controllers in VR are smaller than real life. Is there a reason? Maybe because of the fov?
I updated our engine to 4.23 last week, and ever since then I have not been able to package the game for Android. Packaging failes in the file GameActivity.java with the error: "package oculus.com,svclib does not exist"Anyone know what causes this or how to fix it? I tried deleting the Binary/Intermediate directories and rebuilding, but that didn't help.Thanks
Whats going on people. I need some help and guidance on a project i was tasked.I figured to come to a forum to ask for help. Im looking to do a basic project for VR. My plan is to create a 360 video and at the end of that video have a menu pop up selecting your next video .Is there a way to do that and what are the resources to create that content. Thank You in advanced.
Hi,Is it possible to use the gear vr controller in others apps? I mean, I already have a vr app working, I just want to use the controller, like any bluetooth device. I am using Unity. Is it recognized as a mouse or anything like this? Thanks
We are part of the Oculus Start program, but have no contact email for the Start team.I received a shipping email for items from the Oculus Start program for promotional items (that I didn't actually order). Shipping method is marked as "Will Call".... as we are based in the UK we probably won't jump on a transatlantic flight to pick it up!Anyone else had this happen?
Greetings,We have created the following survey for XR developers:https://www.surveygizmo.com/s3/5156935/XRDevSurveyI hope that as many of you can participate as possible, so that we get a proper representation of Oculus developers!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 survey data will be analyzed with the purpose of finding ways to make XR development easier: the results should help to create better software tools and processes for XR development, as well as hardware that better accommodates the needs of developers. The survey findings will be made public in an open access journal article.In case you are
Ho do I adjust resolution?
We caught this in regards to the recent mod for GTA V, which is using "alternate eye rendering".Essentially, alternate eye rendering (as I understand it) is splitting rendering "in half", so that each eye sees 45hz, l-r-l-r-l-r and so forth rather than 90hz. Check. But what we found is that in the mod but also in the "simple alternate eye rendering" demo from the Win SDK demo, there is a "double" image in each eye. It also states so on the source code of the demo.What are we seeing we here, and why does alternate eye rendering produce a ghost/double image? It is like that the Oculus software (possibly the timewarp part) is interpolating the 45 frames into 90hz. Is this intended?Ty!
Hey everyone, I'm the creator of Valem a Youtube channel about VR development with Unity (check it out here). On my channel, you can find a complete tutorial serie that will teach you all the basics with the Oculus Integration such as custom hands, Grabbable objects, Teleportation, VR User Interface...I also love to make some fun VR projects and share it to my community. I am trying my best to make this channel a place for beginners to get started with VR but also for more advanced developper to get inspired. So if you could check it out it would really means a lot to me. <3
Hi! I've been trying to push an update to my app through the Oculus dashboard (Store channel, keys only) but I can't see the update on my device. The Oculus developer dashboard says that the test is completed and I can see the new version and bundle codes in the dashboard as well. But nothing on my Oculus GO. I have a few end devices and on none of them am I able to see the update. Usually after an update I can see it on my headset in just a minute. Now it's been 2 hours and 10 uploads.Any advice?
Hey guys,I've created a tool that allows you to record mp4 or animated gif of the Oculus gameplay *from VR*.The recording is currently activated by pressing the A button and stopped by pressing the B button.There are also two keyboard shortcuts: ctrl+alt+r to start recording, crtl+alt+s to stopWhen stopping the recoring, the tool automatically creates an animated gif version of the generate mp4 file.At the moment, the application records the desktop but have plan to allow you to record any full screen window (would that help?)I think being able to record clips of gameplay from VR is a must and thought of sharing this.It's still a rough version so hope to get some feedback!https://github.com/piede828/oculus-screen-recording/releases/tag/0.1
I have been struggling for so long to try and figure out how to change the height of the player controller through script. I have tried turning off profile data but then dynamic height wont work, it will just keep moving the player head down as you move the headset down. And I need dynamic height on. I have even tried writing my own script for dynamic height and that dont work either, the same thing happends. So overall, I can get the player height to change if I turn off use profile data but then it messes up dynamic height. I really need to figure out how to do this, does anyone else have the same issue or does anyone have any more info they can supply?I have tried Youtube, forums, you name it. Been struggling for weeks. Thanks in advance.
I am currently working on my thesis for my master in Management of Technology . I am proposing an Oculus device " Oculus U" an Immersive Learning Technology where international students can stay at their home country and classes at a university using simulation . I need to talk to a developer about my research. Can I connect to body ASAP? Thanks.
Hi, have you got any plans to support Intel RealSense depth cameras for MRC in Unity? The Zed cameras are supported but they are rather expensive compared to Intel's. Thanks
I understand that Oculus Home objects are gITF and I have previously scripted some stuff to convert OBJ to gITF and successfully imported them into Oculus Home (I'm a business app dev normally, beginner game dev). I'm new to these file formats, though, and can't figure out how Oculus developers created clock objects for Home that work as real clocks. It seems like all the animations I usually see are simple loops, not code-involved "display the current time" type stuff. How did they do that? How could I provide my own model and visual design but produce a working clock? Thanks!
Hi, I have sideloaded an apk file of my game that has an ALPHA on the oculus release channel. My game has Oculus Avatars, so there will be a permission page asking if "This [game name] can access your microphone". The problem is the [game name] is showing my package name instead of my game name. How do I change it so it will show the game name?
Hi all, I'm making a quick little demo of a concept. It'd be cool to leave the door open to expand on it later if an audience arrives. I'd call this "leaving hooks so i can leverage DLC later." Just curious if anyone would recommend a tutorial or blog that lays this out? I haven't yet put an app up for sale, much less tackled DLC concepts before, so I'm not sure where to start. (Well, i found this thread https://forums.oculusvr.com/developer/discussion/42655/oculus-in-app-purchase-not-working-null-reference - but the dev page it links to no longer exists... and it was really just a brief problem with the process failing, not an overview of the whole concept of how to tackle this process)example: I like what the "Dispatch" title did with their in app purchase: Play part of the game for free, then if you want to finish the story, here's a quick and easy IAP to unlock it. Hoping to set something like that up. (i've planned out all the levels and scripted mos
Hi,I want to view the output of my video processing board (Xilinx Zynq SoC or 7-series FPGA) on the rift. I power the rift with a power bank and send the OU stereo video feed directly via HDMI to the VR headset. So I'm not actually using any of the motion or head tracking stuff. There is also only the rift involved so no PC, Oculus home, SDK, whatsoever. I only want display HDMI feed and maybe also use the headphones by encoding audio in HDMI signal.My problem is that once I put on the headset the rift won't activate the screens.Is there any special resolution or data encoding format or refresh rate required on the HDMI connection in order to accept my feed?Is there some initialization sequence necessary via USB to activate the displays within rift?Regards,Ion
Pretty essential that most games would explain controls to users. Are there any officially provided images for diagrams, or is that just up to me to create?
Hello!We have a challenge that we are designing VR experiences for events and trade shows. We have noticed that the Rift S and Quest can loose the tracking / playspace in these busy environments. I have been trying to find best practices and things we can do to make sure that its works 100% of the time! I have seen videos from Oculus own events and noticed funky carpets, lines on the floor and more and I am wondering if this is something that is a standard practice ?Having to setup the playspace constantly is a problem in a professional environment. Kind regardsMikael
I'm confused about this. The samples in the OVR SDK seem to use this to generate the projection matrices "per eye"... but, somehow, the eye parameter in the method is simply ignored, and a projection matrix based only on horizontal / vertical FOV and near distance is generated for both eyes.The documentation for the method says "We may want to make per-eye projection matrices if we move away from nearly-centered lenses", but I´m not sure what it actually means. Anyone care to comment a bit further on this?
Can someone help me read out the per eye projection frustum values?I need them to be able to calculate projection matrices for my cameras. I dont need to read them myself, if you can just post all the values one is able to get from the Oculus SDK, that would be perfect.Thanks in advance!
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I am trying to create a file from 3DS max interactive that I can walk around in the gear VR.I have done the device ID and produced the output file for Gear VR from 3DS Max which is a .dllI would appreciate it if someone could point me in a basic step by step guide on how I get that .dll to work on my phone with the gear vr?
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