General VR & MR Development
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Question i am trying to get my avatar to load in unity If i put my id in before i launch the application it appears to load but if i do it the way the tutorial suggests it doesn't load is there some sort of refresh that needs to be called if the avatar object exists in the scene already?void Start(){ Oculus.Platform.Core.Initialize(); Oculus.Platform.Users.GetLoggedInUser().OnComplete(OnGetUser); Oculus.Platform.Request.RunCallbacks(); } private void OnGetUser(Oculus.Platform.Message<User> message) { myAvatar.oculusUserID = message.Data.ID.ToString(); myAvatar.enabled = true; myAvatar.RecordPackets = true; myAvatar.PacketRecorded += OnLoc
Anyone know how to get the player height and the true y coordinatesThe Issue i am having is my Remote Avatars are short and basically on the ground which i know is the y coordinate in unity
Hi,I am completely new to developing for Oculus and I haven't bought one yet so this is a simple question. I just want to know if you can develop apps which don't move as you move your head. So for example, if the centre of your vision was x0,y0 you could keep a circle for example always in that x0,y0 even if the user moved their head.Thanks and sorry for the simple question just quite important for what I am building.
Hi folks,I just tried to signup for Oculus Start but the application isnt accepting my websites. I'm curious as to any specific requirements for these data fields. We have an operational client site for demos and own an inactive domain. Still in stealth dev. Does an inactive site block acceptance? Or a client only? Neither one would work.Thanks for any help!Andrew
Need a developer to create an oculus go app that will allow a download of 3d tours to the Oculus go. So it does not have to be connected to the internet, and also create a Kiosk on the Oculus go, so that it directly opens when Oculus go is powered.Any help ? Paying jobThanks
Hi, for a project at university I built an Unity-App, which should just generate a constant flicker. When I run the App on my Desktop with an amplitude-modulated Display-Backlight the evaluated results match the flicker. But if I run the App on the Oculus Go with a pulse-width modulated Display-Backlight the evaluated results doesn't match. There are no visible differences in the flicker, but the human brain seems to interpret it different (and thats what matters for me).So is there a possibility to raise the Brightness of the Oculus Go's display higher than intended, to let the single peaks in brightness grow together? The maximum possible brightness in the Oculus settings gives me only a duty cycle of up to 9%, so I would need to raise the brightness a lot and have to dim the lenses afterwards for not blinding users but in my case it's worth the expenditure.Thanks for your help!
Hi all,I uploaded my build for Alpha testing so I can test myself how the app looks.As soon as I open the app I get the message saying that I'm not logged in to my Oculus account and that I must be in order to use the app. (The Entitlement Check). I am forced to quit the app as a result.Thing is, that I believe I am logged in. Under the Oculus Menu bar I see my avatar and it says my username, the Oculus app on my phone is also logged in fine and paired with my Oculus Go.Am I missing an important step here to being logged in? Thanks
I bought a rift while not connected to my account. How would i add that buy to my account so i can track it more easily and see it on my products page.
When i was using windows 8 my laptop's touchpad were doing these things when i swipe from left to inside of the touchpad. Like changing the window or left to inside was like open's the notification section. I want to use Gear VR and Oculus Go's controller's touchpad like this but i want more gesture like, swipe left edge to the right edge and detect it.Shortly i want to detect these:Left edge to centre of touchpad. Up edge to centre of touchpad. Down edge to centre of touchpad. Right edge to centre of touchpad.Left edge to right edge. Up edge to down edge. Right edge to left edge. Down edge to up edge.Centre of the touchpd to the right edge. Centre of the touchpd to the left edge. Centre of the touchpd to the up edge. Centre of the touchpd to the down edge.I need to detect each of the movements or swipes.
Every time, I start an App on Rift, there is a sudden, too loud sound right before the App starts.Is there a way for me to turn this off ?
Hi. I just got an Ocucus Rift and I am sure having a hard time turning my neck, when I am in a dogfight in a flight game. I am wondering, why you didnt put in an accellerator for x-, y-, z-axis.... If you take a look at TrackIR, then you are abel to adjust your accelerations on all axis, so therefore you still can keep your eyes on your monitor. In VR you are very limited by FOV 110 degres, but you you put an accellerator for x- and y- axis it would become a less stress on the neck to turn more becouse the missing FOV on 180 degress that my own eye have from side to side. It could be implimated inside the setting in Oculus software and deffently would give a great lift for those games, where you need to move your head to look around alot.Sure hope to see this comming one day, so the gamer/player, can adjust the accelration. Sure should be implimented for x-, y- and z- axis as a minimum. Could also be a great help for older people and handicap persons....Hope to see this happening
We're experiencing some strange playback issues when recording videos in the Oculus Go headset using the Record function. Up until recently, there were no issues.Videos generally play on device (Home -> Gallery -> internal, etc.) but copying them from the device does produce anything which CANNOT be played by standard media players (Windows Media Player, VLC, etc. on Windows and OSX machines).However, triggering the video on/off using the debug controls ( debug.oculus.enableVideoCapture ) seems to work consistently.Has anyone else seen this behaviour? Any suggestions (other than use the command line to trigger recording)?Thanks in advance.
Hi everyone,I'm trying to add interactivity to 360 Stereoscopic content. Simply I have a car and when I look at it the beam start to grow up and 1 sec later a UI is popping with several informations on it. The problem ? The beam is not at the same place between left and right eye and it causes eye hurting (really when you try to look at it, it hurts).Anybody knows something to avoid it ? I'm using Unreal and I think I can compensate with World Offset Position in the material editor but the calculation...In the engine everything is made from the left eye, the last node allow me to avoid the offset when I'm on the left eye.So if anyone knows the basic calculation to compensate the left/right eye displacement, I'll buy him/her a drink.Hold the best,Alexandre
The OVR Platform tool creates a data container that holds the information but it has no associated script and as such doesn't reload after you shut down Unity. Is there a reason for this?
can someone point me in the right direction? I'm trying to figure out how to create custom animations for the hands and how to swap them out with my own hand models same for the avatars
I'd like to submit my app for keys only and not have it on the store. Where can I make that request?Thanks.
Hi , I work with oculus rift and Tiltbrush , Please who could tell me how publish VR video from Tiltbrush on a VR platform and which platform ?And is there possibility to editing rush of this video .Or which other solution to create VR video and watch them in VR.I know Staff oculus told in 2017 : The VR recordings are a proprietary format and can't be used outside of Medium at the moment ! Have you made any progress on this subject?I wanted buy oculus quest but if I can't use tiltbrush and publish video , it's a big probleme forme.Thank you to give me a answer.Christine
Hi, one of the biggest problems I'm finding with the Go is content discovery outside of the Oculus Store (which has it's limitations and natural bias).What would help on this front is to be able to strongly link to VR and/or 360 media content directly from the Oculus web browser. If installed this should open in the appropriate app, otherwise direct the user to the app installation page first. Example: hyperlink to a YouTube 360 video will open in YouTube VR app; a specific AltSpace event will launch AltSpace with relevant details etc.I've heard that Android intents may help but apparently not (yet) for Oculus. Any advice/help appreciated, thanks.
Hello, is there any way to use unlit meshes in Oculus home with only vertex colours? I've been able to import them but they all automatically receive lighting and AO which ruins the effect I'm going for. Any solution?
Can anyone point me to where the official stats are for:The Maximum recommended 360 video Resolution for Oculus Go, Gallery Videos - H.264 30fpsI'd really like a link if some one can help (want to reference it in a doc')thanks in advance :-)
What is the update process? I am adding Gear VR to my Go game and was wondering is it the long full process again or is it quicker?
Hello.I want to force the Oculus Rift to track HMD rotation only relative to a sensor. I want to place the sensor and HMD on a moving simulator but when the simulator moves or rotates the camera in the game also moves because Oculus works on HMD world orientation and position. I want to solve this on a game which I am currently developing on Unreal Engine 4. Maybe I can fix this issue by somehow resetting the orientation and/or position and forcing the camera angles but I also want to use this setup on VR games on the market.For example I've a 2DOF(+/- 20 degree Pitch/Roll Axes) racing simulator and placed the sensor and HMD inside the simulator also used Project Cars 2. But when simulator moves camera in the game also moves. I thought I can fix the problem by forcing Oculus to track HMD transform only relative to the sensor somehow. But I couldn't find any option to force Oculus to use relative tracking.Can you help me on this.Thanks in advance.
Do i need a developer kit to make games for oculus with unity? or can i just use a normal oculus rift?
If im makeing a game for the Oculus Rift and i also want it to be playable on the Oculus go is that possible? and what are the limitations as far as graphical capability of the two or any other things that i should take note of
Could someone please make and Oculus dream deck version? I played it on friends rift loved it. It seems like it could work for the Go too.
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