General VR & MR Development
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I'm trying to build a showroom for my .fbx 3D models with Unity.My problem is that my files are way too big. I have almost no problem putting 18x 10MB 3D Files into my VR-Room but with 2x 50MB Files it gets shaky and laggy.Furthermore I have models which are 250MB big. I already changed the Quality and Texture Compression (ASTC) in Unity.The models are built with "Autodesk Inventor" and rendered with "Keyshot". My questions:- Are there more settings in Unity which could help me optimizing my Application? (I'm no Unity expert so I dont know the settings in detail)- Are there better options to build my 3D Models?- Which size/polygon count would be optimal for many 3D models in one room?- Would it be possible to stream the app from my PC to the oculus quest?- Any other tips?Thank you very much in advance!
I'm trying to log the world position data for my Quest headset.The text updates correctly when testing on the editor, but when I load it onto the Quest, the world position data does not seem to update even though I am moving around in the VR environment.Any thoughts on this would be great.In my update method I do the following:public GameObject VR_Rig; //set in editor to the OVR Player Controllerpublic Text text; //Text GUI element on Canvas under CenterEyeAnchorvoid Update(){text.text = VR_Rig.transform.position.ToString();}
Is there any hand tracking for Oculus Quest like Vive Hand Tracking https://developer.vive.com/resources/knowledgebase/vive-hand-tracking-sdk/. using only device front camera? Or any way to do hand gesture in Oculus Quest ?
Android 4.4 Unity 5.6 Google VR SDK 1.7. I have followed steps from YouTube videos to switch between vr and normal modes during runtime but normal screen become stretched out and doesn't look like what it originally is. How do I properly do this in Unity3d?
Hello everyone,I was just working with Photon (PUN) for some multiplayer networking stuff and I thought I would mention for anyone who might be interested that PlayoVR for VRTK still works even though it hasn't been updated in a while. :)If you aren't familiar with PlayoVR, it's a Photon PUN and Voice project for Unity that is set up to give you a better understanding and/or head start on setting up your multiplayer VR project in Unity with VRTK. If you plan on having multiplayer in your game/experience, and you're using VRTK, I highly recommend checking it out. Might save you some steps.
Anyone have trouble putting the developers mode on. Try coupe times follow the instruction without success... Reboot/Factory reset doesn't help at all...:(
We are building an app that has user registration, we wanted to see if it is possible to allow login with facebook on the application? We tried using the iOS / android one and it opened a web view with an error and not possible to interact.Does anyone have any experience with this?
I bought the quest excited like a baby to begin developing and messing around, reading that it will be completely open to developers. My understanding was that only if you want to get in to the store do you have to a pass the pitch process. However after a few weeks of getting my development pipeline set up I seem to have run in to a brick wall. Access to the platform SDK. That is the whole reason I dove for the quest, the ease of avatar importing, the rooms etc, just to develop and collaborate with my friends. To get comfortable with the the tools. And then maybe start working on a production pitch.Needless to say I am now enraged. Probably in an irrational manor. But please, can we talk about this? Am I wrong, is there a way to do it? I've essentially gone from a quest evangelist to a depressed dev kicking a can. I was like, really fucking excited for this. using oculus quest with unreal engine oculus source fork 4.22
Hello crew,I'm guessing if it's possible to make the oculus pairing programmatically. I tried it through a custom android app using the bluetooth framework and I could only pair with an oculus go controller but without luck connecting to it. At the moment of pairing finalization, it just get disconnected (same behavior that trying to pair to it using the settings android app).So, basically I'm trying to do the same that the Oculus App does but from a custom app.Any information/help would be great,Thanks,Yamil
Hello everyone.Is there anyone who still uses this?What's your hardware and software configuration? (OS, gpu, oculus runtime, graphic drivers)I am having random black screen issues on the headset and I need to solve them asap for work. My specs are:cpu: i7 8750Hgpu: 1060 6 gbram: 16 gbgraphic card driver: 419.35Unity version used: 5.2.2Oculus runtime: 0.8Thanks, have a nice day
Performance in WebVR is critical to comfort. Apparently the Vulkan API offers closer access to the hardware. Is the Oculus Browser considering supporting Vulkan to improve WebVR performance?
Good afternoon. We are a team of VR developers from Russia. We would like to participate in The Oculus LaunchPad 2019 Scholarship Program. Is possible to be a part of yhis program if we are not citizens of the United States?
This is especially annoying in development - I have to do something like put a piece of tape on my headset face sensor so it doesn't turn off. Otherwise I have to keep putting it on and off my head when i'm testing something. Ideally I'd like for there to be a way to keep the tracking working, and let the screen(s) turn off.
I was very excited to apply for the Launchpad program, which incidentally was my only chance of attending OC6 due to the late date announcement. (Flight prices)But now i find out that the program is only open to citizens of the US and Canada. That's... not very diverse. So I feel screwed over doubly, I cannot attend OC6 due to the late date announcement, because flight prices are too high so close to the date and because I'm just excluded from Launchpad for where I live. To contrast I'm very happy that Oculus Start is expanding to new countries every year, and as a European I'm included. I'd just love it if this policy was extended to Launchpad and the OC dates to be announced half a year earlier next year.
Goodnight.Sorry for the inconvenience, I need to make an application in IOS to monitor and control videos on the Oculus Go device. Then I explain basically how the application would work: Example: the application on the IOS device must send the video playback signal to the Oculus, the oculus must be able to select in its memory the video in question and be able to play it. My question, is there an Oculus SDK for IOS to develop in Xcode in the swift language? It is worth mentioning that I do not want to make virtual reality applications for the Oculus device, but rather, to make a connection between the IOS device and the Oculus to synchronize the reproductions between them. I would appreciate your guidance as to the libraries that should be used, since I am new to the development issue for Oculus. Greetings and thanks for your time.
Hi, i'm working on a project with my mates. We want to put 3d models with script on our home but for the moment we only arrive to import models, but nothing more. We played a bit with the longbow and the gun. We tried sabers and we wanted to do the same with others objects.There is no tutorial or documentation for that, or i'm bad and i didn't search enought. If you have a solution or a track for my problem, i'm happy to share the solution after if i found good one.Thanks guys !
Hello ! Yesterday, I was using the function OVRInput.Get() (On unity), to get a value between 0 and 1 when the index button of the RTouch is Trigger, like that : float res = OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.RTouch);// or float res = OVRInput.Get(OVRInput.Axis1D.SecondaryIndexTrigger, OVRInput.Controller.Touch);Both worked well. BUT Today ... I always get 0 when the index button is trigger. Same thing with the hand button, and I already try with the left controller too.To debug this, I try this code : float res = OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRInput.Controller.RTouch); Debug.Log(" res : " + res); if (OVRInput.Get(OVRInput.Button.SecondaryIndexTrigger)) Debug.Log("Button Down SPECIFIC"); if (OVRInput.Get(OVRInput.Button.Any)) &nbs
Hi there!I'm seeing several developers complaining about lack of responsiveness to bugs filed on the Bug Tracker. Indeed, it's been several weeks since anyone has offered any support.This seems disappointing for a company the size of Facebook/Oculus.Any chance of an update?Regards,Richard.
Hello,I'm developing a multiplayer game for Oculus GO and Gear VR using Unity. After my submission, in my test results, I received the error of:"On Gear VR devices, users are exposed to a blue flickering near the bottom of their vision"Chromatic Aberration or blue lines are formed around white objects located at the bottom of the screen, and red lines around white objects at the top of the screen.This problem doesn't occur on Oculus GO but as far as I know Oculus GO has Chromatic Aberration Correction.I am using The Lightweight Render Pipeline (LWRP) for my game.How are you solving Chromatic Aberration problem?Thanks.
We have a team of dedicated mechanical engineers who would like to help innovate in the virtual reality space by utilizing our expertise to develop hardware (specifically a line of modular controllers).Is there any technical documentation available for hardware developers like us? We'd preferably like to construct hardware that is capable of communicating with a wide variety of headsets (we're also planning on publishing a SDK for our hardware).
Hi, I have used the Rift for a few years now and since upgrading to the Rift S I am only just now getting around to having a crack at personalising my Home room. It has taken me hours to collect all of the rewards/glowing cubes you throw down to collect. Maybe I didn't need to collect them all but seeing those blue dot notifications means I have to collect/get rid of them (It's an O.C.D. thing). Surely there must be a way to simply collect them all in one fell swoop?If not maybe an option to do so would be good, I had a few years worth to collect and while I liked the animated collection method (at first) after a few hours it became tedious!
We have a couple of apps on Alpha Channel so our client can validate. Everything was working fine, but now some of them changed to incompatible and cant be installed or used. Any idea whats causing this?
Hi all, I'm working on a project for my thesis in Unity. My project is a VR application. Can i use freely the scripts in the SDK? May I have some problem in future?
every time I try to start Zero caliber it always gives a bug error summision form.I've tried updating my drivers, uninstalling and reinstalling, and restarting my computer
Hi there!I am trying to record some footage of my game (on Oculus Go) but can't seem to find a satisfactory way of doing so.I tried recording from the sharing menu, while recording the audio seperately on my PC via the headphone jack... but the framerate of the recorded video seems to be locked to the framerate of the game, and then averaged out, so the recorded audio doesn't synch with the video at all! (Especially as the FPS is still a little choppy on my dev build).Does anybody have a special technique for getting decent video, with sound, from Oculus Go?Thanks in advance,Dan
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