General VR & MR Development
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I think my VR experience is pretty much good to go, but so far I've only been able to test it on my own machine with a GTX 1080. Someone with a 980, 1050, 1060 or 1070 (or its AMD equivalents) willing to give it a quick run to see if it performs well? It's just 8 minutes in total. If you're willing to help out, please send me a private message with your e-mail address you used to register your oculus account so I can send you an invite to the RC build channel of my app on the oculus store. It would be much appreciated.Trailer: https://www.youtube.com/watch?v=nM3BNUoF-4E
Hi-(Sorry if not in the right category). But I was really excited to use the Rift as a tool to help facilitate my work day. I basically use a computer all day, with many excel sheets, webex, outlook, skype (phone & business). This requires a lot of use with a keyboard and mouse. Is there a good keyboard/mouse available for VR or coming down the pipeline that might help facilitate this type of usage? Thanks!
I'm new to iOS development I want to create an application like Document Writer. I've been using Document Writer for a long time and I'm very impressed with features it has like editing, printing, PDF conversion, voice notes etc. I want to make something similar that has similar features and takes minimum space.If you're not sure about what I'm talking about then get Document Writer from the AppStore.Can you guys help me where to start?
I'm doing some Unity dev work (side loading) for my Oculus Go and I was wondering if the Oculus Go would respond to HTML5 Gamepad API standards, b/c it seems pretty hit or miss regarding custom input at this point. -Thanks
Hello there Developers,On an android phone (lollipop and higher) it is possible to pin applications down, so the end user can't get into unpermissioned stuff.So I was wondering if there is a way to do the same on the Oculus Go? Also are there possibilities to do this in script?Use case:When I leave my Oculus GO at an event interested people can only use one application and nothing more.Virtual regards :* ,Elledubi EDIT 12:02/08/12/2018Another synonym I found is Kiosk Mode.
I've been trying for a while to figure out whats going on here but haven't been able to find a solution. Anyone else having trouble with real-time shadows disappearing on terrain? So far ive tried just about everything in lighting, terrain, and quality settings to no effect. Any insights would be greatly appreciated!https://youtu.be/qnwls3AfoP8
I'm curious if there is any information about the Quest Guardian system and how it will differ from the Rift.I'm in the early stages of development for an experience where I will want to dynamically adjust the environment according to the players configured play space size.Is it relatively safe to dive in developing with the Rift for now? Do we know if there are any fundamental differences with how the two guardian systems (Rift and Quest) will work?Thanks! and sorry if this information exists elsewhere, I have tried digging around and haven't found anything.
Hi,I have been trying to modify the controls on the Modbox SDK on Unity. I'm trying to have the character be controlled by the WASD keys on the computer key board instead of using the VR controllers. However, I still want to keep the VR controllers' other abilities (so just checking the non VR mode box in the "Engine" component on Unity wasn't an option). I have tried creating my own component that consisted of the scripts found in CameraRig -> scaled -> controller (both left and right) while in non VR mode. I then switched the game back to VR mode and played the game. I have had some success because I can walk around using the WASD controls, however the line renderers for the controllers don't seem to work. Any help would be much appreciated, thank you.
Hi,I am having an issue getting Unity to recognize Oculus libraries (or perhaps having an issue getting these libraries installed, I'm not certain).For some background:I have successfully installed the OculusUtilities package in my Unity project which has given me access to expected scripts, models, etc... Once installed this gave me the ability to apply C# "using" directive and include OVR related libraries installed with OculusUtilities.However I'm struggling with the Platform SDK and hoping to find guidance. I'm trying to replicate the Leaderboard sample found in Oculus Dev docs here: https://developer.oculus.com/documentation/platform/latest/concepts/dg-cc-leaderboards/If I try this using System.Collections.Generic;using Oculus.Platform;using Oculus.Platform.Models;// Coordinates updating leaderboard scores and polling for leaderboard updates.public class LeaderboardManager{ ...The "using" directive has no idea where to find Oculus.Platform or Oculus.Platform.Models. I g
I am exploring the VrCubeWorld_NativeActivity example in VrSamples of the Mobile SDK. I can successfully compile and run it on my oculus go using Android Studio. I would now like to start with that source code and modify it for my own project as a starting point as I am quite new to android/VR development.However, I would like to use C++ instead of C, but I am not able to compile the project as a C++ project. Renaming the file to a .cpp file and addingLOCAL_CPPFLAGS := -std=c++11in Android.mk, does not work, Android Studio build fails with an org.gradle.api.ProjectConfigurationException: A problem occurred configuring project ':MyProjects:Test:Projects:Android'. exception.Is there a quick way to modify the VrCubeWorld_* examples in VrSamples so they compile as C++ code instead of C code? How should I modify the gradle files and .mk files? I am very new to gradle etc so that is still magic to me.
I am trying to get a portal system working. I'm using Barkleys tutorial on YouTube(https://www.youtube.com/watch?v=cuQao3hEKfs). I'm a little confused how to get the render textures to be correct for each eye. I currently have one camera in each room that is supposed to mirror the rotation of the center camera. This causes the preview of the center camera to be correct but the left and right eye anchors have the wrong fov for the texture since the render texture camera's fov is switched to the same number as the center camera. I can get the left and right eye anchors to look correct if I manually switch them in the editor but the headset still has rotational issues. I was thinking I could use two separate render textures and cameras and have them mirror the anchors but that still leaves me with the issue of the fov being too high for each eye. Any suggestions on how to do this would be much appreciated as I'm at a loss for how to get this working correctly.
How many Oculus Go Device can you associate with one Oculus account?
Can oculus go browser show locally saved html files / websites?We have developed a 360 degree image web application with "aframe" library. Now we want to know before buying an Oculus GO if it is possible to transfer the html and javascript to the Oculus GO with the USB cable in a folder and than load the web application (index.html) with the Oculus GO browser from this local storage. This is needed because we would like to show some clients the web application and often they have no internet connection or the wlan is not available or secured to create an internet connection. Do someone have the right answer? Or could someone test this on his Oculus GO if he can save any index.html with some content and browse this file with the Oculus GO browser.
Hi there!Just a quick post to share a technique I learned today with you guys, that might help with your PR and marketing efforts... how to share 360 Panoramas on Facebook.The basic steps (in Unity, at least):1) Use the OVR Screenshot Wizard to capture a panorama as a cubemap screneshot.2) Reorganise the sides of your screenshot in Photoshop (or whatever) so they are in the "unfolded cube" layout required by 360 Tool Kit (see step 4).3) Important! Be sure to save your image as a .jpg (not a .png)4) Use 360 Toolkit to convert the image to a equirectangular projection (again, keep the file as a .jpg!)5) Resize your new image so that is no bigger than 6000 x 3000 (it should have a 2:1 aspect at this point - this is important!)6) Use The eXifer to add the following tags to your image (as described here). - Make : RICOH - Model : RICOH THETA S - ProjectionType : equirectangular - UsePan
I have done Obj-C work in Xcode and I am looking into doing something for Oculus VR headsets. First, I would like to say that it was straightforward to set up a Unity VR project with the simplified Roll-a-Ball tutorial. The sample projects are helpful because they demonstrate what a person can do. So, I would like to say good work for providing sample projects. But I would like to make some comments about what happened afterwards. Developing for VR is clearly a hacked up setup because Unity has not redesigned its IDE in any way to accommodate VR natively. There is a $150 asset on the Unity asset store offering basic VR interaction and it has something like five stars. Whatever is in that asset should probably be built into Unity. Attaching scripts to object is in principle quite hacky, period, especially as the core mode of development for sophisticated projects. Even that expensive asset is a bunch of scripts. Are there no frameworks for
I know there will be no dev kits or even detailed docs for quest until next year, but just wondering, any basic guide for developing for quest? for example, how many polygons should i limit my characters and static assets to? what total poly count should i be thinking about in a scene? thanks
I cannot seem to get my Unity builds into the Go.I have followed every step listed here https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-device-setup-go/ .Yet every time I go to build I keep getting the same warning "ADB - No Device Found - output" followed by several failed errors such as "Couldn't find Android device".Unfortunately I know very little about the ADB manager and everything I've come across online either goes over my head or I does not work.Any ideas on what I could do to fix the problem or any helpful, simple tutorials on the ADB would be greatly appreciated.I should note that attempting to build on the Gear VR is successful.
I'm doing an UE4 Project for the Rift that works as expected after packaging for win64 however after its been uploaded to Oculus I get this message and the VR environment won't open.iv tried moving the DefaultEngine.ini file into stated location on my computer and also into the post packaging project files but get the same error. iv also made sure there are no spaces in my project name.First time trying to upload to Oculus so may be easy fix but i can't think of what to try next, or find anything els online. any ideas?
Hello, there,I don't know what to try anymore and therefore ask you for help.I would like to reset the rotation of the HMD. For my application it is very important to have an exact rotation of the HMD. However, if a user sets up the HMD and sets it so that everything is well visible to him, there is often an ofset in the x rotation although the person indicates to look exactly straight and recognizes a reference point as exactly centered. At the moment I'm already using this:_steamRend = UnityEngine.Object.FindObjectOfType<SteamVR_Render>();_steamRend.trackingSpace = Valve.VR.ETrackingUniverseOrigin.TrackingUniverseSeated;Valve.VR.OpenVR.System.ResetSeatedZeroPose();UnityEngine.XR.InputTracking.Recenter();That recentered the position, but unfortunately not the rotation.Does anyone have an idea? I can't set up the HMD for my test persons in such a way that the x rotation fits me and my research results, but the test persons can't see anything anymore :-).Thank you for every hint.
Hello :p I have so much stuff and i i would like to use they. But my Home is not big enough, so is there any Way to make my Home bigger?Thanks for every Answer!
Hi allThank you for reading this. I recently applied for the Oculus Start Program for a VR game I'm building. They have requested a change, which is to have the app install and run without crashes, freezes, or extended unresponsive states. Currently, when I upload my unity3D game build onto the oculus center library, it uploads and installs currently, BUT upon launching from within the VR and outside (from PC) it crashes. Basically, no action takes place. My application is only stuck because of this. Any help or similar kind of problem discussion would be helpful, so I can solve this. The error is called VRC.PC.Functional1, if you filled up the application too (:Thanks again.
Hello,I wanted to prototype a world scale game for the Quest using my Rifts but I'm not sure how to approach syncing two networked players in the same world space. Does anyone have experience making game using world scale?
I saw this postinghttps://developer.oculus.com/blog/oculus-rift-updates-asset-files-language-packs-and-more/Does this mean DLC on Rift is now available? And you can use api to sell the DLC?Thanks
I'd like to add support for multiple languages to our app (especially Japanese, as John Carmack pointed out that the Go is selling like hotcakes there). But I'm having trouble figure out how to do that in the "Oculus" way.This page in the SDK docs seems to suggest that there is something called "Language Packs" which the user can download and install on a per-app basis. How do I create and upload one of those? And then, once I've gotten an ovrLanguagePackInfo in my app, how do I use it? The docs only show me how to get the name/code of the language, which isn't super useful, unless I'm meant to bake all the strings for each language into the app itself?
Dear all,I'm wondering... what would be the best way to bring a TextEditor to VR?What I need to do is to display a file line by line and edit this file and do syntax highlighting.Just use GUI.TextField and implement? Or is there some prefab, etc. for this task?Best wishes,SG
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