General VR & MR Development
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Dear everyone.I'm developing an application and want to upload it to the Oculus Store. When I test the app inside Unity, it runs above the 100 fps, but when I test the exported version with the Lost Frame Tool, it only runs between the 60-80 fps. Why does occur that? How can I fix it? Any advice?Thanks in advace.Regards,
Just starting out and want to develop for Quest and Rift but I have no idea what I need to get started.
Hi,Thanks to the 64bit sdk we can now build towards that target. Can you pls advise on best practices going forward for mobile apps that support all device targets with one build (Gear/Go/Quest)?1. Do you plan to offer bundle support for 32/64bit hybrids similar to the Android App Bundle format that Google Play supports?2. Could we go with 64bit apk's only? Maybe exclude some of the older GearVR devices which your dashboard already supports if necessary (S6 seems to have a 64bit CPU)?Enabling 64bit support in Unity blows our apk up from 70MB to 100MB so any guidance would be awesome. Has anybody tried pure 64bit uploads at this point?
I'm attempting to do some basic glb blender key frame animation import to Oculus Home. I have tested with a cube and two key frames. I can successfully import a cube that only has a rotate key frame change. If I try importing a glb file with a scale or translate I get the following error upon Oculus Home import:Failed to upload "" check the model for GLTF validation errors and try again later.The animation still plays properly with the red (!) box around the imported object. The .glb file validates properly at khronos glTF-Validator and donmccurdy glTF Viewer. The glb test file is under 5 KB in size. Examples:https://www.dropbox.com/sh/uy31lx8yclmzcz2/AAAYe2mmfga-3ZT_ZlKckfwoa?dl=0Anyone have suggestions or success with translation and scale animation exports from Blender into Home?-----UPDATE!!Wow I finally figured it out. By default blender does CUBICSPLINE animation interpolation, Oculus Home can apparently only play LINEARanimation interpolation. So ignore their documentation that
I can't get around this issue everything I use as DeviceID is just wrong.I even downloaded the InstaVR app and other various DeviceID app but I always get this error "Thread Priority Security Exception"
Hi there,To begin, my main purpose was to install a custom Unity created app in my Samsung Galaxy S10+.The App has been tested with Note 8, S9, S8 and Oculus Go and works perfectly.steps to failure:- I set S10+ to developer mode and enabled usb debugging.- S10+ 's devices Osig file was downloaded correctly (double checked it) and put in Unity project (as other phones osigs)- App installed in S10+ and launched... didn't run and throw the "not signed" (Thread Priority Security exception...) message that is thrown when there is no osig file in app.- Tried to enable VR Services (Storage --> Manage Storage --> multiple taps on VR Service Version). The window showing activity with some files Loading started normally but failed with a message "You are not a Developer!"So, Oculus app is signed in with Oculus Developer Account.Device has been set to Developer Mode properly -BUT-Gear VR Service tells me I am not a developerI also tried:Re-install Oculus app (from scratch) and Gear VR
Hello,Microsoft released update 16.3.0 to their VS2019 yesterday.https://docs.microsoft.com/en-us/visualstudio/releases/2019/release-notes#16.3.0Apparently that breaks compilation with the SDK version 1.40.0....\Logging\src\internal\Logging_Tools.cpp(435,41): error C2039: 'experimental': is not a member of 'std'Do you have a patch available or is there an ETA?Thanks-Thomas
Hello! I'm very interested in various VR experiences. Much of them also can be released in real life, but it's hard to construct and it's may be waste of time.For example what I want is make a virtual pseudoscope in VR, but I'm not familiar to low-level render programming. It's simple idea, but I has no knowledge about it.Can we get control to transform of each eye in stereo rendering? Does anyone knows how?I make two render targets and attached two planes approximately to each eye of camera. It's gives very bad result. Probably because distortions must be added to each render target? Or there are more simple ways to do that?Thanks for any info about this topic.P.S. Using Unreal Engine
If the OculusGo app is running for a long time, the app may shut down when waking from sleep.We are developing VR apps on Unity.The reason for this conclusion is the logcat logThis is because we confirmed the following flow.・ When sleeping-------------------------------------------------- ---------------------------------------D VrPowerManagerService: processing message: device idlingI VrPowerManagerService: transition from HEADSET_MOUNTED to WAITING_FOR_SLEEP_MSGI PowerManagerService: Going to sleep by application request (uid 1000) ...I PowerManagerService: Sleeping (uid 1000) ...D VrKeyguardService: onStartedGoingToSleep () called with: reason = [2]I Unity: onPauseI VRLifecycleSessionManager: Stored session info.I VrApi: ovr_HandleHmdEvents: HMT was UNmountedV KeyguardServiceDelegate: onScreenTurnedOff ()D VrKeyguardService: onScreenTurnedOff () calledI DisplayManagerService: Display device changed state: "Built-in screen", OFFD SurfaceFlinger: Set power mode = 0, type = 0 flinger =
Is there anyway to cancel or delete an oculus key once you have giving it out?
How is it possible to discuss regarding our application in more detail. The form really doesn't reflect well in helping make the decision or portray our vision.
I know there's a lot of people having problems with this and I've followed many tutorials that try to fix this issue, but I cannot for the life of me fix it. I've tried a lot of things and spent a lot of time on this and I just cant figure it out. I've tried the following layer abstraction in this tutorial (doesn't work):https://www.youtube.com/watch?v=sKQOlqNe_WY&lc=Ugy0IV2wmiRMywTkPk94AaABAg I've also tried this:https://www.youtube.com/watch?v=weL4aRe1FRkIf anyone can help me with this I would greatly appreciate it.
Hi Guys, I'm looking to integrate Oculus tracking into our controller - etee.tg0.co.ukAny suggestions? I've been struggling with getting connected to someone on the Oculus team.https://vimeo.com/323437440
Please help
I bought a very strange rift s. It have no Lenovo logo, and it's firmware version is 0.0.0It can detect usb 3.0 connection, but not for displayport, and can't complete firmware update.Do anyone know why?
I'm considering developing a custom keyboard for the Oculus Go. Is there any support for keyboard swap? Or is all Oculus development restricted to using the included Oculus keyboard?
Hi there,The customer i work for wants that his video immediately starts playing on the Oculus Go, not going to the gallery or so. It is for a sales fair where many clients come, so they pick an Oculus and the video starts playing immediately. Is there an app or something similar to do this?Thx!!!
Hey Can anybody help me please!
I guess this came in the most recent update - I can no longer set my forward direction. I see that option is gone from the guardian setup, and that now you press the 'Oculus' button on the right controller which brings up a menu to recenter the view. This sort of works, but only for this instance. If I stop, then hit play again (using Unity), the recenter choice is gone.Please bring the forward direction option back to the guardian setup/re-setup. Furthermore I cannot even remove the single device to do a fresh setup. I'm going now to just uninstall everything and try again.
TLDR: can I download your update packages separately?I work at a company that uses Rift and Rift S to bring training experiences to clients. This means we have machines all over the world that require updates when they roll out. We don't, however, give our clients admin rights to our machines (for a variety of reasons as you can imagine). So my task has been to remotely access their machines and manually do the updates. this is less than ideal -_- If I had access to the whatever update is downloaded though, I'd be able to push it through a domain, or whatever connection we set up. Is there anyway to grab just the update from y'all, as a more enterprise level client?Cheers
I go to the download page, accept condtions, click on link and then get file not found error.
I wanted to share with everyone my experience building my first VR game. I spent years in and out of this forum and wanted to give something back in case there are others afraid to take the plunge.https://medium.com/@jameskvidler/building-my-first-vr-game-10-lessons-i-learned-the-hard-way-ce21ec2f609b
I know my request is a bit wierd, but I'd like to turn off the Touch controller's vibration OFF, if it could ever be possible.Thanks in advice for any kind of attention to this very personal request!
Is it possible to access or extend code that would allow the double press of the Oculus button for pass through to be bound to a keyboard key. This could then be bound by enduser keybinding apps. Example; combat flight sims bind to joystick button to use pass through when immediately needed, no time to fumble to locate controller.Thanks
https://www.assetstore.unity3d.com/en/#!/content/10333The Oculus VR Starter Kit Has Been Released!! This package gives you a solid Framework to run around in your VR Environment and Interact with Objects.I wrote this for my students in the VR classes I teach, originally. The goal was to get students past the technical stuff quickly so they could go straight to telling their stories. Now in a couple of minutes they can walk around and use objects in their environment.Also in the past, with supplied scripts, there were problems with memory issues in Unity. By writing all the code myself, I was able to remove all these issues.And of Course, Since this code is constantly being used in both Class and Production Environments, It will always be updated with new features.I hope people Enjoy the kit and I look forward to seeing all the cool stuff people make with it.More NFO Here: https://grfxman.artstation.com/projects/8830n
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