General VR & MR Development
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Hello guys !I get the message "Whoops!Something went wrong, please make sure your URL is correct."When clicking on the e-mail link.the link I sent my brother worked and he is now part of the alpha.Any idea ?Yoirgl
Guys, does anyone know any software or solution to put Oculus Rift into KIOSK Mode? I am working as a Developer in a library. We are working on offering the great VR experience to the librarians by putting Oculus Rift to our Digital Media Studio. People can come and experience it for free. Below is our requirement:1) Put an Oculus Rift into KIOSK Mode.2) When a user comes in, s/he should see Basic Information or Guide on how to use an Oculus Rift.3) After a user read the guide, s/he can see 3-4 VR Content to choose from and experience it.A user should not have an access to any other software or anything in the system other than Oculus.
Hi all,We have an Gear VR app that is in closed beta on the Google Play store made using Unity3D.The issue is players are reporting that the app doesn't load and says "Thread Priority Security Exception. Make sure the APK is signed." usually that means you need an osig file or to sign it in Unity for Android(which we have done) but we need the app to not need this as it is for public use?Any help would be great!
We are interested in hiring someone to develop an app forthe oculus Go anyone out there interested? Call or text 808-387-5219
After working on heavy optimizing in Unity and turning on OVR Metrics in my Go and playing around with it in Oculus Rooms, some popular action games, and the Netflix app, it looks like lots of things are running CPU and GPU 4/4(5?!) constantly. The battery drain and heat from cpu/gpu 4/4 at +50% use levels constant is pretty brutal, and initially shocking, but fully understandable for what the hardware is actually accomplishing.It's clear the Go can comfortably pump out half a million verts to over a mill verts just fine at 72hz if optimized a bit when using CPU/GPU level 4/4 and FFR High.That is mind blowing to think about.But... I watched a couple of Remi's presentations on optimization for the Go, and I sort of interpreted the special Go specific CPU/GPU 4/4 levels were not designed to be used at a constant, but as a nice cushion for loads or transitions or any unavoidable draw call spikes, or for short bursts for impressive effects, etc, so Go devs should really be targeting CPU/GP
It was great to learn how easy Oculus made Go development. After about an hour of downloading the needed Android tools and Unity I was able to plug my Oculus Go in via USB, perform a Build & Deploy in Unity and get some demo code I had downloaded up and running.... This is an open platform. Sure, there are a few more steps than that to get the app into the Oculus Store. There is an approval process for that, but in general I can build my own software and the Go is designed to let toggle developer mode and run custom software. I've heard Quest might be a closed platform with developer mode option intentionally disabled in firmware in retail models. That would mean to do any development we would have to be approved for and purchase a dev kit version of Quest. I hope Oculus can knock down this rumor.
I am completely newbie. I want my character to rotate with vr head rotation. I tried it, but when I build and check it, the screen gets dizzy. Look at my code and tell me what went wrong. please help me.(CenterEyeAnchor enters the 'head' and the player enters the 'character'.)public class PlayerCtrlHead : MonoBehaviour { public Transform Head; public Transform Character; // Use this for initialization void Start () { } // Update is called once per frame void Update () { Character.rotation = Head.rotation; }}
First time posting here. Just tried the updated out of beta Home release and as a user I’m very happy with the changes. Especially the performance optimization.Oculus Home Rift Core 2.0 + Dash has been one of my favorite examples of spatial interaction design. The team has done amazing work in my opinion. Heard some devs visit the forum from time to time and curious if there can be a blog post in the future talking about the development and design journey.Been learning Unreal Engine for almost two years and any insight along those lines would be great (I’m pretty sure Oculus Home was developed using Unreal right? I’m sure heavily modified?)
I am a complete starter. I want to enable jumping function on the OVRPlayerController.I tried, but it does not work. Please take a look at this and let me know what went wrong. T.Tpublic bool Jump() { bool Jump = Input.GetKey(KeyCode.Space); if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger)) { Jump = true; } if (Jump) MoveThrottle += new Vector3(0, transform.lossyScale.y * JumpForce, 0); if (Jump) MoveThrottle = (1f + JumpForce) * MoveThrottle; return true; }
Has anyone had problems with Oculus Go adb drivers causing the the directory drive for the Go to disappear, after installing the adb drivers? I installed the 1.0 version of the adb drivers and now the drive for the Go vanishes from my computer, so I can no longer access the Go's directory folders. I tried uninstall/delete the Oculus adb drivers from the Device Manager and this did not fix the issue. I had to do a complete system restore on my computer to resolve the problem causing my Go drive to disappear. I attempted to connect the Go with the Android adb but it did not find the Go under listed devices. I'm wondering if this has to do with the issue I'm having with the Oculus adb driver.Has anyone had success connecting the Go with the Android adb?
Dear OculusPlease develop some eye protection built into your googles. People spend long hours in VR and over time it will affect people's eyesights. Your next headset should have this built into the system that way your company is ahead of the curve. It would also be a great selling point to choose your headset rather than the competition. Bluescreen is a thing and being that close to a screen over time will affect customers. Thank you sincerelyHerbert I Tucker
Hi Guys,i am currently working on a project which involves using a Oculus Rift headset while inside a driving car.And i ran into some problems, since this is not really the common use case of this product.But first to my setup: All the components are stored inside the car. This means, that i want to track my POV relative to the vehicle.Additionally i currently use Unity to render my virtual Environment. Now to my main issue: The tracked pose is not only the relative pose to the car. The orientation seems to be relative to the real ground, not the car.Due to the nature of this problem i can't "compensate" for it, without needing some manual calibration from time to time.My best guess is, that this originates from the solidly written code ẃhich corrects moving the camera, while someone being inside VR.This algorithm could constantly recognize the movement of the camera and headset and thus compensate for the rotation in the real world, which is done by the car.I also started the sa
I'm looking for the best tools/program to create an office for a VR experience. Basically I need a way to create walls, floors, ceilings, doors, windows, etc, that all match up to the plans given to me by a client. This means I need the ability to determine height, width, and length. Does anyone have any recommendations?
I'm looking for some tips and tutorials on proper lighting for unity scenes. I'm specifically looking for the best lighting for a virtual reality experience I'm creating. While baked lighting has helped, I still find a bit of lag due to the sheer number of lighting sources needed to illuminate the scene.While I can't go to a ton of detail as to what the experience is for, I can explain what it is. It's is a large, 1 floor, Office, complete with a receptionist area, elevator lobby, and cubicle farm. Included are also board rooms and conference rooms. Because of the layout, lots of lighting is needed to make it look as natural as possible.If anyone knows of any best practices when it comes to lighting large areas like this, please let me know!
Issue 1: I didn't get an email alert when there was a reply to my Bug report to either the account that I originally posted from or the account I subscribed to it from. This makes it difficult to answer questions in a timely manner and to keep up with bug progress.Issue 2: I accidentally posted a bug report from a development account. Not a big deal, but you might want to consider the popular UX of labelling the submission button "Submit as Joe Bloggs".
It would be really nice if it did, I haven't made any native VR projects yet, so this would be a nice alternative.
When I click on Enable Developer mode, it says I need to create an Organization - when you click the link, it brought me to a page that said 'whoops, looks like you're lost', and it redirects me to the developer area. I make an Organization, and after I fill out everything, I try to enable Developer mode again, and it still does the same thing. Apparently it's not associating properly that my account has an Organization. When I do it from Desktop (was on my phone doing this), it says the organization I'm trying to make already exists. If it already exists then why is it giving me this headache?Looking for any staff that can help me understand this, and overcome this challenge.
Hi,we have developed a small VR experience with unity and rift for a museum. Just a menu to launch some 360 videos. The experience is unattended. At 10 am the machine starts (config in bios) and then our unity application launches and everything is OK. At 9:00 pm the machine shuts down and that's all. But once every few times, after launching our application, the oculus dash interface stays in front, making our application unusable (the casual passer by doesn't know how to use the remote to launch our app). How can it be that most of the times our app stays in front, but sometimes it stays in the background, with the dash interface in front, when nothing changes from one launch to the other?Thanks for any light on the issue which is driving us crazy
I know, I can turn on adb via wifi by connecting to usb. But I need it to run after the device reboots without connecting to USB!So, how would I do that? It´s for a B2B installation, so any hack would work!
I want to create a way for someone in the real world to notify me while I'm in a VR app that they want my attention. My husband has tried tapping me, but it scares the SH*T out of me. He's also tried to shout to me, but I'm usually playing Beat Saber at a high volume, so I don't hear him. I have experience in C#, C++, Java and Unity. I envision a non-VR PC or Android app that would send some signal or message into my current VR space, whatever it may be. I'm assuming it would have to be done though the Oculus Platform SDK to access my account, but the sender shouldn't have to have an Oculus Home account. I'm assuming that Oculus/Facebook is still working hard to flesh out the balance between the privacy/security/social aspects of VR, so this probably isn't possible yet. Does anyone here know of any current technology that would allow this - or do I just have to wait? I'm sure there are others who would want this.Hmmm... as I re-read this... I'm thinking... the message doesn't have to b
I currently have a few 360 videos on Oculus video and would like to consolidate them all into one app for simplicity and easier search ability. I'm not sure if the app would be on Oculus video or be a separate stand-alone app on the Oculus home page but what kind of app is that called and is it relatively easy to create? Does anyone at Oculus have any suggestions on who I can work with? Thanks!
I am building an app that is supposed to be released on the Vive, Rift, Windows MR, GearVR, Daydream and cardboard for iOS and Android. I.e. 3 different Android platforms... but as soon as I have the Oculus SDK installed in my project and build for Android the app demands that I insert my phone into the GearVR headset even though I have only "Daydream" and "None" selected as the XR options in Unity!!! :O Are we REALLY supposed to run Daydream apps inside of the GearVR headset? I think not. Yet, just HAVING the SDK in there so that we can change the supported devices in the XR settings and then build again.... that doesn't work. As long as the SDK is installed it will demand the use of the gear VR and thus it forces us to have duplicate projects and duplicate all our work across multiple projects just so we can have Oculus and non-Oculus versions of the app. What's the deal? How do I NOT require the GearVR for Daydream games? Why is it even demanding the GearVR when there is n
I'm wondering next case has problem or not with Oculus SDK License.The project which includes Oculus SDK, but if detect non-oculus headset, the project does not use Oculus SDK.I develop VR app with Unity and I know Oculus SDK Licence is Unity EULA SDK, However, in this page([SDK (3.4.1) | Developer Center | Oculus](https://developer.oculus.com/licenses/sdk-3.4.1/)), I found next line "1.1 This license grants you the non-exclusive license and right to use (i) the Oculus SDK to make engines, tools, applications, content, games and demos (collectively and generally referred to as "Developer Content") for use on the Oculus approved hardware and software products ("Oculus Approved Products") and which may incorporate the Oculus SDK in whole or in part in binary or object code; " .If no problem, Could anyone tell me the part or some link about this case? thanks.
Hi,I work on 3ds max for create 360 stereoscopic video and I edit my render with Premiere. When I test my exported video in oculus go, everything is ok excepted the audio who seems accelareted. How I can fix this issue ?Thank you in advance,Jérémy
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