General VR & MR Development
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Hi, Oculus developers.Could you please help me?I am new here. Now, I want to develop Oculus VR app with Unity. But I don't have Oculus hardware. Nothing and No experience!So if it is possible to develop without hardware, please give me your advice.And if it is impossible, what is needed for Oculus VR development?Hope to hear from you.Cheers.K.
can i setup quest using tablet
I have been wrangling with a problem implementing emissive lighting on my textures in a custom home for the last week and am hoping someone can shed some light (pun intended). I have 'Oculus_Wall' type textures working well, reacting to the Internal Lighting slider, but the same node setup on custom textures without the 'oculus' tag does not react to light sliders when I export as a glb from Blender 2.8.I've come to a standstill after trying the following test. Using the 'Cafe' custom home example, I noticed that the wood textures used emissive light that reacted to the Internal Lighting slider. I imported the Cafe GLB into Blender 2.8, then exported it back out with no changes. This process stopped the wood textures reacting to the internal light slider.I'm assuming this is probably a bug of the GITF implementation for Blender, but wondered if anyone has succeeded in implementing this variable lighting with a Blender workflow, and if so, what steps am I missing? Any help, ex
Looking at a few experiences in Oculus Home, they are listed as "Free with Oculus Touch activation". I have received a headset and controllers as part of the Oculus Start program and using these devices on my machine don't appear to register as "activated".Have others experienced this with their handware? On the package details it did outline that the Rift is a refurbished model, which makes me wonder if it has previously been activated with another account.
We are releasing episodic content, which is purchasable as IAPs through the app itself. We launch a month or so ago with the first episode, and have now released the second episode, which users can buy through the menu inside the experience.However, most of our users will have downloaded our app, used it, and then either maybe uninstalled it (since even if they enjoyed it, they might not plan on doing it again), or it will just sit there unopened again for some time.So my question is: how can we contact our user base to let them know that the second episode is available? I understand that being able to message out to all the people who downloaded an app could lead to some serious spamming, but I'm sure there must be something we can do?!
I was wondering about this https://developer.oculus.com/blog/submitting-your-app-to-the-oculus-quest-store/Once the developer documents for Quest go public, will Oculus still require developers to use the submission process in order to develop for the Quest? I'm purchasing one in order to create a solo project, an older idea which I had started up way back before the Rift had even come out and I'd like to continue it now that I have more experience and resources, but if the barrier to developer for the Quest is too high than that would all be bust.Also, will it be easily possible to set our Oculus Quest to developer mode or do we need some sort of permission from Oculus before we can do that?
Hi guys!I'm part of a small dev team producing (and releasing in the next weeks) a game for Oculus, i thought that little article, even if really technical, might interest some of you. I'd be glad to get some feedback's or critics! Cheers!https://www.indiedb.com/games/mrhack-jack-robot-detective/news/how-we-ditched-diffuse-maps-in-our-vr-game-mrhack-jack
1. In the future, is it possible that Oculus will develop a product similar to HTC tracker?2. Whether the invisible positioning laser technology which is on the controller of the Oculus quest can be used on other products?3. Will the button agreement of the Oculus quest controller be open to the public or open to the public under some conditions? Does it support the normal keyboard input agreement?
Got the Quest dev hardware. Thank you. Read the paperwork. Installed the App. App - Can only see the Go & Rift installation. Tried both, neither works.Headset - Can see the note to install the app and headset ID but can't progress.Tried both links from the paperwork. First link "Kit" is a broken link and second "Docs" link is a blank screen.
During development, whenever I put on the HMD for testing, first I get an "empty compositor" that only shows the Oculus dashboard with Explore, Library, Store, Social and so forth. This also has "Home" and "Desktop" - so if I want to enter Home, I could simply click "Home". But I actually almost never want to start up home. Unfortunately, after a brief moment (probably a loading time), "Home" opens up.Is there a way to disable this, so "Home" only opens up when I click "Home" on the dashboard?I wouldn't mind completely getting rid of Home if that's easier - but just not automatically loading it would be fine.
Hey, I'm wondering if I get device and will try to develop a game, is it possible to deploy it to Quest and run it for testing or do I need some developer version of Quest?
I can't seem to find the developer docs/ask package... For example, I can't find any instructions for building/deploying to the device. Has it not been made pubic yet?
Whenever I have visited other users 'homes' I have noticed that models placed in enclosed spaces are not illuminated. I have been trying to get to grips with 'Blender' and can create a space where I have control over Oculus tiling and the exterior lighting slider (provided by default). All of the tutorials that I have seen seem to relate to lighting an object created within 'Blender'. Is illumination of a model possible - it does seem to be present in the default room provided by Oculus. Would the matter be resolved by a lighting property or a definition in wall material/texture set by the 'Shader Editor'?
Hey all, using the Oculus Quest and to be clear there's a bit of a break up visual effect that I'm not used to seeing. It seems to happen when interaction with the UI begins. Here's a video: https://drive.google.com/open?id=1-u9Yfa0HHUUlCNNfJnCcb50PvWYFFftiI would appreciate any helpful pointers on what might be causing this. Below you can see two pictures, one is showing the UI without any visual disruption.The other with the visual disruption.Sincerely,Dilan
I have created many vr tours. Since yesterday all of a sudden there is a problem when I want to look at the tour in my OculusGo. The following message will be displayed:your devices motion and orientation access is disabled for this web page, please access it through httpsThis message appears, too, if I want to see on many demosite at the net ….Until yesterday morning in the morning I could still see everything perfectly on the Oculus Go. Have you already heard this problem? I can not make any settings on the browser of the Oculus Go ....Best regardsClaus
Really hoping I can, at some point, get ahold of the sensor source so I can work on a driver for linux.Wondering if it's in the works roadmap given the CV1 has been discontinued for sale. I'm aware it's much more ingrained in the oculus networking space, as well as more tied to telemetry than any other headset. I've seen it with the DK1 and DK2, and was just curious if there was a plan here too. Thank you for your time!
F8 2019 kicks off in just a few minutes! Whether you're in attendance or watching live in or out of VR, we highlighted what you can experience related to Oculus at F8: https://ocul.us/2Lcxxbg Tune into the livestream at 10am Pacific Time: https://www.f8.com
I put a lot of work into this Video on my predictions on how the Quest may sell. I have a ton more data, but felt 30 mins was more than enough. Love to hear your views and why on Quest sales.Oculus Quest Sales Predictions VideoImmersive Matthew
Hello all, I've just purchased an Oculus Go headset and I'm looking forward to developing web applications with A-frame for viewing 360 photospheres. I've got an existing simple A-frame web application here that displays a photosphere and so far, I've been unable to get it to load in the Oculus Go web browser. Do I need to use a particular web browser with the headset to get the photosphere to load?Appreciate any pointers!Chris
Why isn't there a fan made for the Go? My friends and I are experiencing the same problem, within 20 minutes of being in the middle of a game or event; we are getting a system warning or over heating. How are you supposed to enjoy any thing if have to keep stopping and getting off. Or miss most of a show or event.Also the battery life sucks.
Hello everyone,I am Yongbum Kim ( VR developer ).I want to upload my VR technical ideal to Youtube using Oculus CV1 & Optitrack system.As you know, CV1 is a commercial HMD of which Intellectual Property Rights belong to Oculus.I wonder if I should get permission from Oculus to use CV1 for uploading VR contents to YouTube.And, I also wonder if I should get permission from Oculus if I use Oculus's open source version HMD, Oculus DK2, with the Optitrack system instead of CV1.I would like to ask the senior developers who have uploaded the contents made by combining Cv1 or DK2 with Optitrack system on YouTube. About the process to do so!Thanks,
When trying to login with different account from the above site, I got a facebook link said "Sorry, something went wrong.We're working on getting this fixed as soon as we can."However, I still able to use my facebook account to login but I want to use another account to login.
My Unreal app, is in the Oculus library. I can start it from the library. Setting up Oculus demo mode, I can select the app from a list. But then if I exit the app, it is not in the demo library (the demo library is empty). So I can't go back to my app. So demo mode means easy exit, no way back!?! (What I really need is simply users not to be able to get to Oculus home during an exhibition) using Unreal 4.19.
I keep getting this error when I try to upload my FIRST build to the alpha channel. I even made a new app in developer.oculus.com with zero builds submitted, created a new keystore and rebuilt, resigned and resubmitted it and I keep getting that error. Whether I use the CLI or the GUI (via developer.oculus.com), it uploads and during step 2 (validating) it fails with that error.In my player settings under "Other Settings", I have Version* set to 0.1, and Bundle Version Code set to 1.Full steps I took:1. Create new keystore:keytool -genkey -keystore ta.keystore -alias ta -keyalg RSA -validity 365002. Set this keystore in Unity under Player Settings -> Publishing Settings -> Check "Use Existing Keystore" -> Browse button -> selected ta.keystore. Then under the "Key" section, clicked dropdown and selected "ta" alias and entered password.3. Built app called abuild1.apk4. Signed the apk via:jarsigner -verbose -sigalg SHA1withRSA -digestalg SHA1 -keystore C:\MyA
Hello all,I have a few questions.1) We have created an App using unity and it is not supported with screencasting. Is there any way we can make it able to be screen casted? are there set criteria to use when creating apps to make them screen castable?2) Is there a way for the app to start on turning on the GO? so locking the GO to only be used for the app we created?3) Is there a way to remotely control the Oculus GO, say if we needed to install updates or anything like that?Best regards,Vinh
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