General VR & MR Development
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Hi guys, I'm new here and I recently want to extract the data of DK2's sensors while I am using it. I completely don't know how to do it, does anyone could help me to achieve this goal? Thanks
Should i use facebook logging for scoreboard or photon or you have a platform maybe?
(asking as a developer who prefers to test with a Rift, but plans on hopefully publishing for both Rift and Quest) (developing with Unity3D)
I am sorry if this question is formulated incorrectly but I am trying to track down how OVRPhysicRaycast works. Specifically I am trying to force the spherecast function to be used rather than the raycast. I am trying to use the built in Unity event system to interact with 3d objects and i have it working but for some reason the raycast is passing through some objects when it hits them at certain angles. I think if I used the spherecaster I could avoid this problem. Unfortunately I can not seem to figure out what determines when it is used or even from where it is invoked. I really don't want to create my own spherecaster because I would like to use the built-in Unity EventSystem. Like I said at the beginning I could be misconstruing how all of this works but any nudge in the right direction would be appreciated.Thanks
We are working on building a game and the dev team mentioned each time they need to test something small they need to compile the whole game and test it on the Quest only to see minor edits are needed, this takes a lot of time. We are actually looking at purchasing a Rift S and using that for these tests. I would assume there is a better way of doing this is there not?Thanks.
Hi, I saw this article which implied it's relatively easy to target the Vive with the Unity Oculus Integration: https://uploadvr.com/2018/11/22/oculus-port-rift-games-vive/However, I can't find any documentation for how that works.My goal is to create a single build to target both Oculus Store and Steam. Has anyone done that with Unity Oculus Integration?Appreciate insights into how you did that, if so. As an aside, I'm using VRTK, so hoping that plays nicely with this paradigm.Thanks in advance!
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hi everyone, i'm trying to create a custom home, so far every thing work fine. But, this morning big, surprise, every models ( custom homes or props) are not listed anymore in the home menu models (even the UGC exemples). I was on the beta chanel, but not anymore. i tryed to repair the oculus app, but that did nothing. And by the way, the folder _import is not vanished (and i don't moved it), every files are here. Just, this damn oculus app that don't show me my models anymore :/Did someone as the same issu, or have a solution to this?Thx
Hello all,Apparently, I'm not the only one having the issue. So, to make things short... .glb Importing of Personal objects into the import library seems to be either broken or corrupted.Oculus Version 1.38.0.261476I was working on importing a whole new set of objects that I'd just converted using GLB Packer & Three.js (online) . Everything was working fine up until 2 days ago, right after the 1.38 update. Suddenly, I was unable to import anything at all, and the library wasn't updating on the fly either. I Also noticed the last few "Pride" Objects from Oculus that I had just gotten and placed in my VR Home, now do not appear in the librairy anymore, and do not show in the home either, (white empty square instead) - However, all the preveous imported personal objects I had removed from the import library still appear in the home, but if I remove them, I can not get them back, import being still broken...I've tried Uninstalling everything, clearing the library manually, Uninstallin
How do I become a beta tester for oculus quest and oculus go?
Hi everyone,we are developing a virtual museum and we are experiencing a difference in how large objects seem in our Unity VR projects compared to the real world. All dimensions are set correct but the objects often seem smaller. I understand this might be due to the setup of the lenses and screens that cause the perspective to be a little off, because it seems to differ between headset models. Does anyone have experience with tackling this? Are there any best practices? Of course we can just scale our objects or player but if there is a more flexible or methodical approach I would much prefer that.
I'm looking to direct a user to first play Oculus First Contact before being launched into my app so they can be familiar with the controls. Is it possible to capture the exit event from First Contact and then launch that user into my custom app?
Hello! When I run project with Android Studio, GO shows activity in fron of me, and I can press activity buttons with my controller.But when I use "adb shell am start -n package/.Activity" GO stretch my activity to 360 sphere and I am unable to use controller.How can I use standard Android apps on my Oculus GO?
I can start my apps without any sensors before,but after I update the latest driver to my Rift,I need to skip the "We can't find your sensor" with my touch since i don't have any sensors
Hi! Do I understand it right, that if I want to develop a cross-platform -- say Google Play Store for mobile + Oculus Quest -- voice chat app, I would need to be able to use a third-party chat solution (like Photon) instead of the Oculus SDK native functionality (rooms, matchmaking etc.) so that it would still work on Google Play/ phone usage, being outside the Oculus store as well? Thanks!
Hi Everyone,I run a VR company that as Josh Bersin said it 'is democratizing VR training'. We have created a platform on which companies can easily create, distribute and analyze vr trainings (based on interactive 360˚ video). After doing many successful pilots for our (Fortune 500) clients they are really interested in implementing our VR training solution in the entire business. We now have some questions that need to be answered. However, it seems to be difficult to get into contact with Oculus business because we get rerouted to a sales partner in Europe when doing inquiries. I guess that the only way to get more understanding of what Oculus for Business has to offer is to just buy the Business headsets (and we are going to do this). But somehow I wanted to see if this is the only way to get this information, or if the Oculus community has more information about it. So here it goes:We noticed the following text on the Oculus Business webpage (https://www.oculusforbusiness.com/produ
Supposing my game is listed in Australia for A$38.99.The actual price of the game would be A$35.45 and the deducted tax for it (10%) would be A$3.54Per copy, would the 30% Oculus Platform Fee be calculated from the listed price including tax (A$38.99) or without (A$35.45)?Am I correct in assuming that it’s the latter?Thanks in advance.
I included a very simple animation in a home template - a platform going up and down. All indications were that the template validated but 'oculus' wouldn't accept it. Is there something subtle that I'm missing?
After MarkZ cited 10 million active user base as the requirement at connect 5 we as developers need to ask what we need to do to achieve that. The Quest is fantastic hardware and congrads to Oculus for this achievement. The problem of scaling is that we need compelling content to go with it. So far the focus is entertainment but this is not compelling enough to scale because not getting entertainment is not a physiological need (Maslow's hierarchical needs). I have solved this and have an existence proof and want to develop this further.
I wanted to have a laser beam shooting out of the controller (to point at things) and attached one to the "Right Controller Anchor" in the "Tracking Space". I'm also using a "Local Avatar" to have the pretty hands. When I run this on the Go, the laser pointer is not in the hands, but a bit offset to the side. In fact if I put a controller model on the "Right Controller Anchor", it shows up a bit offset as well.What am I doing wrong, and what's the right way to do this?
I'm part of a university research lab, and we have several developers / interns who share hardware for development. Is there an easier way of managing Go / Quest devices without having them linked to a mobile device? We don't have a dedicated lab manager, and due to developer mode turning itself off, we need to find the setup user and have them physically on the same network to reset it back. Just wondering if anyone has a better way of setup other than sharing an Oculus account across all the users?
Hi,I'm currently building VR projects in Unity3D and I realize that an Android build is needed for the Quest, while a PC build supports the Rift and other tethered devices; is there a best place to start if I'd like to build projects that eventually support the Quest, Rift, and Steam platforms? I'm aware of SteamVR, OpenVR, and Oculus Integration asset, I'd like to stay organized with my approach, and any advice is appreciated? Additionally, for headsets like PSVR and Samsung Odyssey, is there a preferred approach that optimizes cross-platformability and adopts a "work smarter, not harder" methodology so that precious development hours aren't unnecessarily misallocated for optimal productivity?Thanks and take care
How can I get my hands on an oculus quest so I can start developing on it?
I'm working on a game that requires a play area of about 30ft x 40ft. Is there a way to expand the boundary of the play area?
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