General VR & MR Development
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Hello!I am a deaf software developer. (I am the founder of Blur Busters, by the way!)I discovered one of my VR games (which has no subtitles) writes its dialogue to a logfile. This gave me a brilliant idea. I can write an app that monitors the text written and sends notifications to me in VR, via the Oculus Notifications API. However, it seems that notifications have to go through Oculus' server before they show as popups in my VR headset.Questions:- What is the rate limit of the current Oculus Notifications API?- Do notifications have to go through the server via a REST API call, or is there a local-to-local notifications API mechanism?Thank you!
Are there any Oculus GO code samples that exercise the platform including latest features?
Hello all, hope this find you well.I am not asking for a tutorial, but for some leads that will help me through the development process. To shed some light about what i want to develop. I want to build an app that plays a 360 deg stereoscopic video. In the same time i want to interface to something like an arduino to create a 7d experience. After doing some research, i figured out almost 70% of the oculus development requirements, but one thing i can not figure out, is the project architecture. I am a skilled android developer and i noticed that oculus uses ndk to interface with the device from the android platform, now my question is, can i use the android part of the project as a normal android project with limited features? For example, i want to interface with ardu using bluetooth, and after research, i understood that bluetooth development is not yet supported on oculus. So i have a solution, connect the oculus to a certain router and use socketi/o to connect to an
I'm working on a stereoscopic 360 video project to run on Oculus Go, so my videos have a stacked, left eye on top of right eye layout. I think it may be a bug with the Go because my materials play video correctly in PIE and on my Vive headset. But on the Go, the eye receiving the texture sample's UVs that I've circled in red, only displays 1 sliver of pixels, stretched across the sphere- or any mesh I apply it to. Does anyone have experience with the Go OR another way of working with the new custom node we've needed since 4.19 to make this stereo stuff work? I already wasted a week trouble shooting a tutorial I followed perfectly, only to discover it became obsolete after UE 4.18 because they changed UEs render methods. We want to buy 9 more Gos for a tradeshow in a couple weeks that this content will play on so I hope it's an easy fix. I'm using 4.21.
I want to install VR application developed outside of China. what will be process? Does Oculus purchased in China can allow installing VR application?
This is ridiculous, he helped out so many people in tons of threads and now none of them make any sense since his posts have been removed. This is a serious blow to developer outreach and solution preservation, please undo this
I guess they don't realize that people use the rift for things other than playing games??? I don't understand how they stop production of a product when the replacement product is not yet ready. Seriously? I think it might just be time to move on to someone else's solution.
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I have a number of 360 videos (4k, HEVC, ProRes) on Oculus Video and YouTube. I'd like to create a container app on the Oculus Go to house them all. Do I have to create it from scratch or can I use an outside service like Unity to create it and submit to Oculus? Thanks!
Has anyone found any advertising that "works"?I've tried a lot of Facebook advertising without much success.It's difficult to find a way to advertise directly to Oculus Rift users.Any help is appreciated. Thanks
JoanneOculus Support??Bob LeonI have been experimenting with the import of 'Home' items. I have successfully followed how to convert models to the 'glb' format. Some however, have errors. I have deleted the individual files from My Documents/Oculus Home/_Imports directory but the models still appear in the array. I would like the 'My Imports' to be deleted entirely so that I can start again with properly validated models. Is that something that I can do?
I'm interested in the upcoming Rift-S and am looking forward to the Passthrough camera. I am an avid VR flight simmer and was wondering if the ability to toggle the camera would be only hand controller based or if there would also be keyboard assignments to toggle it as well. I use VoiceAttack to issue most of my VR commands that are then assigned to keyboards presses and was hoping to be able to toggle the Passthroughj camera this way as well. Does anyone have any knowledge on how it will be deployed? I hope assignable key presses will be an option since I do not use the hand controllers when flight simming in P3D or DCS.Thanks in advance Joe
Hello,I'm unable to generate the secret key, there is an infinite loading.Can you help me ?Thank you
As a non-entertainment developer I was hoping to get some clarification on Quest policy in the wake of the article released yesterday on Road to VR and UploadVR. Don't want to assume or misinterpret so simply looking for some clarity as we are highly anticipating the release of Quest and expect it to be a real game changer for business applications such as ours due to the freedom and mobility it will offer. I suspect this will be very similar to medical and educational type applications currently leveraging the unique capabilities of the Rift.Specifically I would like to get some clarity on how software which we currently use the sideloading on Rift for will be affected. As we don't anticipate our style of application ever being distributed via the Oculus store I would like to know if there will be an impact. We are currently looking at adapting parts of the Platform SDK specifically to support the Avatar SDK.Any clarity and/or insight would be greatly appreciated.
I have a computer graphics related question and wondering if anyone has any idea. One of our reviewers for our VR based manuscript has asked us to provide details of "virtual rendering in terms of triangles". My coauthor ran the study and used alienware 15' gaming laptop with 1920x1080 res to render the virtual environment for HMD: oculus rift CV1. She is not sure where to find the info about the triangles. Any idea?
1. I would like to implement consumption of purchased items on server side. How could I get item type (durable or consumable) to avoid consumption of durable items?2. What is a response https://graph.oculus.com/$APPID/consume_entitlement for durable items? I know that response for consumable item :{"success":true}, as shown in https://developer.oculus.com/documentation/platform/latest/concepts/dg-iap/ .
Hello,we have developed a 360° showcase web app and implemented the web vr interface. We have already tested the website in Firefox with the Vive and Rift and on Android with the Google Daydream. When we tested the app with Oculus Go we noticed that the vr api works as indented but the controller was missing. I debugged the browser app and found this:The display id of the Oculus Go and the display id of the controller were different. When the controller is in the same 3d space as the vr headset the two display ids should match. This is not the case when using the Oculus Browser. So our web app ignores the controller. See also: https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/displayIdHere is an example: https://webvr.info/samples/XX-vr-controllers.htmlThis app ignores the display id so the controller is visible. Open this link in the Oculus Go. Connect your Oculus Go to your computer, enable developer mode and install ADB. Open Chrome on your Desktop and enter ch
I'm testing out notifications to Users by targeting my own oculus ID. However I could only get notifications on my GearVR app but not he companion app for the GO.I'm testing using the Rest api using Postman.POSThttps://graph.oculus.com/notification_requestaccess_token = OC|applicationID|appsecrettitle = "test title"message = " test message"uri = "www.test.com"recipient_ids = [myOculusId]I always get a response like"{ "id": "2222074878056318"}"seems like it is successful but I don't see the notification being created on the Oculus Dashboard and could only see it in the GearVR app.What am I missing? thanks
Hey All,I'm wondering if any of the devs on here that are lucky enough to fool around with Quest have ever run into any problems with Oculus Insight drifting? EG. If you where in a particular location in the game, then moved around in your guardian area for 10-15 minutes, would you still be in the same place in your room when you return back to the same place in the game? Lets assume that multiple times you have moved enough such that Insight was anchored to completely new points.Would really appreciate some "insight" on this (lolololol)...Kukewilly
We are experiencing an issue affecting various services. This may affect build uploads and other functionality on our developer dashboard. Our team is aware and working on a resolution as soon as possible.
@NinjaGaijin Are there any issues with the entitlement check servers? our users are reporting issues logging in and i can confirm it across our dev team as well. Some users completely unable to pass entitlement, others are able to after trying several times
I have a separate application using the Oculus SDK and when I open it the Oculus app starts as expected (OculusClient.exe). However instead of seeing my application in the Oculus right away, sometimes I see the Oculus home screen. In this case I can see my application in the bottom right and when I select it from there it opens just fine.If I open the Oculus app before opening my application instead of letting it auto-open then it occurs less, but the problem still exists.Has anyone else experienced this problem before? Any idea how I could fix this to get the application to always open right away?
When I find files to import from SketchFab or other places, by the time I've changed them to *.glb files the file size is too large. Occulus gives me an error the file size limit is 15meg, however almost everything I download is larger than 15mb. Is there a way to increase the file size limit?
HiSince that I am developing with Rift and Go ( and hopefully that I also can get the Quest asap) and there are 2 big problems that I think humble that should to fix to do a more VR Nice and Immersive experiences like Nauseas problems( Teleporting is not the best immersive experience) or preventing users colliding with objects around them.Since I have seen that there are some hardware complement to fix these problems ( for example Cybershoes, thiis device had 2 presentations succesfully in Kickstarter and Indiegogo now and also was in CES 2019 more info here https://www.kickstarter.com/projects/cybershoes/cybershoes-step-into-vr?lang=es) for it, Does Oculus think in fix these problems with any similar device or another way?Thanks for your help to developersBest RegardsAlejandro
Hey there,i have the following problem.. i updated the OVR Framework to version 1.35.0 and created a store-compatible android manifest. We are working with Unity 2018.3.6f1 and building apk for Oculus Go. First issue i came across was, when using the internal build system for android, there pops up a "can't merge android manifest window" (but there is only one manifest in our project) switching to gradle build system helped with this issue. The next problem is, our apk is bigger than 200mb so we switched to the ovrPlatform Utility, to upload the apk this way. Now we having the issue that our AndroidManifest is not valid.. in the log file i get the following error log_level":"WARN","event_name":"USER_ERROR","stack_trace":"UserVisibleError: Während der Überprüfung haben wir ein Problem bei der APK-Datei festgestellt. Bitte stelle sicher, dass die APK-Datei unseren Anforderungen für Anwendungs-Manifeste entspricht und sende deine App erneut.\n\n* „Exclude from Recents“ (android:excludeFro
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