General VR & MR Development
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At least half of the Unity/UE4 based games in my personal library fail to show anything within 4 seconds. Some take 1-2 minutes to even show anything at all and it seems like they only get worse as they evolve with each update and new features are added. Almost seems like the VRC check is really a case-by-case basis and not one-size fits all requirement: giving lenience to whoever - just because.
Hi all, I am trying to find the optimal encoding settings for 360 videos on the Oculus GO. The raw footage is 60fps (technically 59.97fps) at 8k. I'd like to play it in the HMD at the HIGHEST resolution and frame rate possible. My current tests and results. NOTE: This video contains lots of movement! H.264 4096x2048 at 59.97 at 60mbps = Dropping frames and artifacting H.264 4096x2048 at 59.97 at 40mbps = Dropping frames and artifacting H.264 4096x2048 at 29.97 at 40mbps = Best results, but we are still getting a lot of artifacting.H.264 4096x2048 at 29.97 at 60mbps = No real difference to the above H.264 4096x2048 at 29.97 at 25mbps = Artifacting is worse. Any ideas?
Anyone any ideas how to create an object with a "customizable surface" material applied in 3DS Max? This material allows one to create an monitor screen for example onto which your PC desktop can be broadcasted. See : https://support.oculus.com/326598838066496/ instructions.In 3DSMax, I added "customizable_texture" to the name of to the used material, and then exported to GLB using the Babylon plugin.After I imported it into Oculus Home, the object has the option to be broadcasted to, but when I select that option, nothing happensI also tried to exporrt as GLTF, open it as a TXT file and added the "customizable surface" to the material name, and then converted to GLB.Same things happened. .Then I created an object in Blender and added the "customizable surface" to the material name, and export to GLBThat gives an import error without further detail, and although it keeps showing the red exclamation points / boundary box after import, it does actually all
Has anyone found any effective advertising or marketing techniques for Oculus Rift apps?I'm personally using Facebook ads without much luck.
Does anyone know how this is determined?
I'm looking into something like the Rift, or VR in general, for software development/writing code, and was wondering if anyone had any opinions?Currently, I have two issues with my current living situation: 1) I do not have the space for a large dual-monitor setup, 2) I don't have the permanent space for a single monitor(25") setup. A laptop screen doesn't cut it. I was wondering if VR goggles would provide an effective multi-screen solution for software development w/o the physical size issues. Is a physical keyboard still needed? Thoughts?Thanks,--Mike V.
Hello!It appears that Oculus Go v3.57 has a language option in the menus, seen below.Is this something developers have access to yet? I looked in the documentation and didn't see an update, so just wanted to clarify further. We'd love to dynamically load the proper language menus and audio content for users in our apps.Thanks!
Hello,Situation :Currently, my company has an application published on the Oculus Store. We help some of our customers installing the application on their Oculus GO in the following way : We receive the Oculus GOWe log in with the account of the customer that possesses our applicationWe download the application through the library inside the GO or using the companion app on a smartphoneProblem :Our application is pretty big and our internet connection isn't that good. It takes a while to download the applications. Since we operate in our studio, we have the .apk of the application. Installing this apk is way faster than downloading the app through the store.So we tried to sideload an older version of our app directly on the GO to see if it would be recognized and if an update message would appear.Great news, the application was recognized (appeared in library and not in the unknown sources), and a message saying the application required an update appeared.But t
Hi,I am getting Rats! WebGL hit a snag error in Oculus GO. I am not getting this error in my laptop's browser. Any fix?Thanks in advance.
I was able to develop a Unity game and Build and Run it on my Oculus Go. The scene is there, a plane, 2 cubes and a sphere, however, I cannot get the player to move using my controller. I was thinking the controller would simulate the input from the arrow keys that are used in Unity. How can I make this connection?
Hello,I was asked to provide an Organization name while creating my profile, I made up a name and created one.My question is that I don't know if that Organization should be legally existing or not and if yes what can I do to avoid any legal trouble since I don't have one.Any help or guidance will be much appreciatedThank you for your time
I'm sure this has been posted many times before, but that's part of why I'm posting this as well. I want the developers to hear this as much as possible.Many users, myself included, have had a lot of performance issues since the release of Core 2.0 due to the Oculus Dash.I can personally confirm that the Dash process consistently uses 25 to 30% of my CPU. Processing time that I desperately need back for my games to perform like they used to.Please, Devs. Give us an option to disable the Dash feature. I barely use it, and it severally impacts my ability to play my favorite games. I know a lot of users enjoy it, so I'm not asking you guys to get rid of it completely. Just please give us a way to turn it off, for the players who's PCs aren't quite up to handling that extra CPU load.
Hi! We're the makers of VR sandbox universe Anyland. We're already Rift & Vive hardware compatible with Anyland but also would absolutely love to be on Oculus Home + Oculus Quest. Is there a way to apply for funding to port there? (We are a 2-dev indie team but unfortunately ran out of funding, and are now working as 1 person only, me. My colleague is especially focusing on Anyland server side code, while I focus especially on the client side code.) Contact info & more is also at anyland.comThanks!
Hi We are interested in hiring a Oculus Go app developer todevelop an app for Oculus Go to play our 2D HD video content (not 3D or VR360video) This app would have a 360 customized environment with a movie screen similarto the Netflix or movie theater apps that come with the Oculus Go but we would want the developer to create a customized 360 environmentwith movie screen. The first app would be a simple 360 environmentof the universe with lots of stars and a movie screen to show our 2D HD video. Wewould like the app to be developed like the Netflix app to where you can switchto various videos of the views choice. Please let us know if you are interested or know of anOculus Go app developer that maybe. WE DO NOT CHECK THIS FORM often please contact us a olaguerobert@hotmail.com - 808-387-5219 reference this post please. Thank you for your considerationRob
Apologize in advance for choosing the wrong category.I am looking for a way to implement subtitles in 360 video, so they'll follow the viewer as they look around. Does anyone know what applications or software I can use to do this? It might be known as headtracking the subtitles or 'static lock'-subtitles. I am working on the 360 video primarily in Premiere Pro, and I am certain there's no way of implementing 'static lock'-subtitles in Premiere.Hope you can help me out.
Hey, sorry if this is the wrong place for this question but I couldnt find anything else. Over the course of development and testing, Ive worn out my touch controller thumbsticks, and I think I finally killed my controller when I bashed it into a bedpost last night. I was wondering if there was a form Ive missed that where Oculus Start members can apply for extra hardware (I just need another set of controllers). Ive received my Start box last summer, but unfortunately, those controllers were the ones that broke last night. Any help would be appreciated, thanks.- Ben :)
Does anyone know how the store rates the usefulness of reviews?Our game has positive reviews overall, yet the most scathing review is showing up first.I have a feeling its from a competitor. I've clicked the "spam" link next to the review but its still first in the list.Our sales have decreased ever since this review posted. Does anyone have any suggestions?I've replied to the reviewer via the developer response field but they haven't contacted us.Thanks
Capturing VR gameplay for a trailer in 60 Hz when Unity is locked to 90 Hz (Rift) results in jerky motion because of frame skips.How do you address this?
Hi guys, im using the official oculus cross platform avatars and i would like to use LipSync, is this possible or are they only for Oculus platform.Im using VRTK (SteamVR and Oculus for android), Photon PUN2, Oculus SDK 1.30
I have a two camera and could get two video. I want to 3D view using my two cameras(for streaming). But when I use oculus rift , it just show 3D for desktop view. How can I make different left and right view in oculus rift.
We always love meeting awesome developers in person! Here are some events we'll be attending. Hope to see you there!Heading into GDC 2019, the Oculus team will be supporting Train Jam! A 52 hour game jam where attendees create amazing content on their way to GDC from Chicago. Get your tickets now!We will once again be supporting the Indie MEGABOOTH at PAX East and PAX West 2019! Head over to http://indiemegabooth.com/ to learn more about how you can join the the MEGABOOTH next year!Sign up now for Global Game Jam 2019! We'll be hosting a Jam site at Facebook/Oculus HQ from 1/25 - 1/27. Global Game Jam 2019 has concluded - thanks to everyone who joined us!
This is a small thing, but on this page: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-sensor/There is a typo in the section discussing the tracker fields. The FrustrumFarZInMeters is missing, with FrustrumNearZInMeters being in its place and in the spot before it. I assume this was due to a copy paste and forgetting to change to the correct field name. I've done so myself many times when writing documentation before, haha!I don't know if this is the place to post for Oculus Devs to see. I'm new here, so if there is another place for me to post please let me know, thanks!
Hi, I'm currently developing my first video game and I decided I would like to give support to Oculus VR in it's engine. However, I've noticed during initial testing that in the Library it creates a entry for the JVM (I am using LWJGL to get bindings to OVR in Java). However, I would like to be able to set an actual name, icon, and banner for in the library. Is there any way to do this for games that are not in the Oculus store, or does the game have to be there in order to have that?
Hi Guys,Have anyone tried using Rift or if not, is it possible to use or to be scan QR codes using Oculus Rift? I'm currently working on a AEC "Architecture, Engineering, Construction" firm and I'm using Rift for the VR presentation and I'm wondering if the VR can be used to read/scan QR codes?Thanks and Best Regards..
Our Oculus Rift game (developed in Unity) doesn't seem to have the same level of "VR" or stereoscopic effect as other games.It doesn't feel like we can reach out and touch the objects in the game...it feels like part of the stereoscopic effect is reduced or missing.Has anyone else experienced this in Unity? Any tips or help would be great.Thanks
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