General VR & MR Development
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I am developing an Oculus Go application for internal use. If I purchased "Oculus for Business", can I add this application to the home screen without going through the Oculus Store?
Hello guys!I'm using cameratool.exe to calibrate a virtual camera using a third touch controller as a vr object. It's all good when calibrating using the chess like pattern in the Assets folder. But when it comes to calibrate the hdm itself, I just place it in the square, press the touch controller button and nothing happens. It's simply not detecting my input and I can't advance from that step. Can anyone help me please? What am I missing here? Best regards guys!
Hi, i am new to this forum, i may post in the wrong section, please, correct me, thxi am looking for advices regarding Oculus Go development, where to find informations about Go features and access , limitations, and others that would be necessary to know before starting developping for this specific device... i precise that i am 3d artist and animation/scripting teacher, using Blender & Unity & Android SDK to produce 3d/360 animated scenes with simple menu... i am really new to Oculus controls and settings :( but i want to learn :) ... and finally, i am working on a professional archeological application project, on Oculus Go, for an official institute.thank you, i may have more questions soon..by the way, i would like to participate to Oculus operating system development in general and specificly to GUI project, i suppose that there is one group of people on this forum that actually work on this topic, please, let me know where to find them, thx
I'm wondering where the specs will sit between the GO and the Rift. If Robo Recall is launching on the Quest I imagine a Rift based game could be optimized to run on it?
is there any that I can show run time controllers connection in unity? and any way to record game fps?
Game price: As I have added more levels/updates to my game since release and about to unleash another 'biggie' I have decided to up the price from £7.99 - £9.99. Not an issue to do at any other stores but here I find this "The Oculus Store Team reviews pricing for all apps in the store. We may reach out with price recommendations during the submission process."Why am I not allowed to change the price of my game until someone at Oculus decides to review the price? How often does this reviewing process happen? I'm the one who has worked for 2 years on the game, shouldn't I get to dictate the price?Sale discount: Whenever I have applied to have my game on sale for a 20% discount Oculus ups it to 50%! I then hear from potential customers that they were dissuaded from purchasing because of the low price! As I'm in Early access the only way to get discovered is to enter a sale but I'm now loathe to do so because of Oculus interference. Again, I worked 2 years on this game, why can't I dictat
Hi, I've been developing content and the target users are people with disabilities. One issue I have run into with sessions is that the motion controller seems to be required to be held or the Go springs a message that it has lost it. This is impossible for some of my community with physical impairments. Is there a way to turn off the requirement for a motion controller, or at least suppress warnings. I am using the Samsung VR player with sideloaded videos in retail/demo mode.
As I have updated my splash screens I decided to check them out in the Rift HMD store, with the few search options available I chose all games & browsed from A-Z to find my early access title 'Cyberdrifter' and was surprised it wasn't there as it is a game after all?The only way I could 'discover' my title was by selecting the Browse all tab (which is just barely sticking out of the middle of the floor of the store) and then flicking the thumb-stick slowly to the right 32 times (it actually took a few minutes to figure how to scroll the list as I was trying to grab the scroll bar with the pointer and drag, not very intuitive), thankfully my game starts with a C and is not in the middle of the alphabet!Why isn't there a search tab for 'shooters'? It is one of the most popular genres in VR!If your selling an early access title & it doesn't fall under the limited search options then you have next to no chance of being discovered.
I have a small problem, and this has made me realize a large problem with the Oculus website and documentation.My small problem is that I need to know how to get the screen size when using the Oculus C++ mobile SDK. I think, I will look in the documentation. I look at the Mobile SDK Documentation and the Mobile Reference Guide. But: Both of these guides are very large, with many sub-pages. I cannot look through them all.There is a "search" button at the top of the site. But it searches the entire site— every guide, for every platform, plus the entire forum. If I search for "screen size" or "width" it will hit too much stuff to be useful. (In fact if I search for "screen size" I find how to get the screen size when using Unity on Desktop. But not C++ on Mobile.)I have a request: There should be a way to limit a search on the Oculus website to just a part of the site (Say, a single subtree of the "outline" sections with the > V icons in the left side bar), or just to a single guide. I
Hello! I'm a student just getting started in building in Unreal and I'm wanting to test my build in my Oculus Go. I see that in order to put my Go in developer mode, I have need to create/join a Developer organization. Is it appropriate to just put in my full name for this? Thanks!
Some time ago, I launched a startup to develop new, modular peripherals; designed to make XR more accessible to the disabled. A kind member of the Support department directed me to Oculus Start, where they said I would be able to possibly receive a free Oculus Rift kit to help me with my development.It sounded easy enough at first, until I realised the application only offers the Project Type as a game, application, video or experience, so I went back to Support. They then told me there was an "Oculus Business team" I could contact which is, apparently, separate from the Oculus for Business program... however, they don't seem to have a way to forward my enquiry to the right people.I have been trying to get a straight answer since June, so my question is simple - is there any way I can get a free Rift kit to develop hardware, not software, or must I wait until I can afford an Oculus Rift for Business kit (which could be at least a year, since I don't have funding yet)?
(Sorry, that I'm not good with English write, but I hope you understand what I'm try to say.)Hello Developers,I hope you don't mind if I write here about subtitle supporting, since I'm profoundly Deaf myself.I love to play any VR games often, horror game is my favourite genre but I often found many games that don't support with subtitle, that left me very disappointed with this without deaf awareness. I can't play them because If I do I would be wander around without any clue what to do. (for example; if voiceover tell us "Go to Police Station to report" with no sound without subtitle I would be clueless what to do.) since another any genre games have none of those subtitle support. I'm not only one person who have that problem, there many Deaf/HoH(Hard of Hearing) people, and some Deaf youtubers they all have this problem, hard to understand what to do without any subtitle.I'm here to ask you I hope if you could add all games with English Subtitle option for Deaf/HoH pe
Hi, i have developed an app on Unreal which is only using the Rift gyroscope and eye gazing for interaction (a pre-calculated ride in a city, no real time, no movement required, only gazing at some targets to validate choices from time to time). The set up is a basic: seat not 360 (cannot move) so the only need i have for the camera in front of me is to set / reset the view to ensure i am looking in the front direction every time i switch on the experience since the seat doesn't move - i don't need the camera during the experience. For design reasons, it is really difficult (impossible) to add the sensor in front of the seat. So if i simply remove the sensor - or put it below the seat with the PC hidden, will i run into trouble sometime in the future? like a warning message (sensor not connected, sensor not identified)? In which case how can i disable this? Or a problem with the view which i have to reset (note that the seat doesn't move so if somehow the rift keeps in memory the initi
Looking into picking up an Oculus Go and do some development for it. Part of this is to get better at VR dev in general, but I like the idea of creating more "bite sized" experiences for a more "mobile" VR setup. It would be nice to make a few bucks off of these experiences as well.How has the Go been selling? Are there developers on here who can comment on application sales? Is it worth developing for the Go?Thanks!(Sorry if this is in the wrong section, I can delete/repost if needed!)
I'm deploying my game onto both Steam and the Oculus Store.I don't know how to tell whether or not my Oculus Rift is being used on Steam or in Oculus. What is the proper way to check which platform my game is being deployed on? This is for a Unity version of the game.
I created a Gear VR/Oculus Go baseball and minigame collection.Information:https://beep2bleep.itch.io/bleeping-baseballAnd trailer:https://www.youtube.com/watch?v=gajwC3Ggh4kIf you have Gear VR/Oculus Go here are some keys:M97TF-ETRXT-9W4GQ-NJCHT-AYF6NMM774-4QCNX-JEAWC-AANCF-WRE49FN46M-KGXC3-RQF6E-HQ7Y9-EPCX6P7MNW-RWWEG-JYY9G-446CH-6N4MWCNYTG-RNNXH-9WFMN-4GKPT-GJ6J6MEMNF-H9ENY-46FMK-YHTT3-C63QQEFPT4-6EWGR-WJYMR-FYJFN-FCQMTK7AC6-WP7TA-PWGGT-N7GCJ-WJ6GAEK46E-JT9F4-Q3TKW-TQR66-YYPPHYK373-WKCX7-6PGGT-6JMTH-CQC4JRedeem them here:https://secure.oculus.com/redeem-code/I'd love any feedback and hope you enjoy the game. Unfortunately, I probably won't be able to continue development as I've been relegated to Keys Only without any feedback from the store team.
The developer support ticket form doesn't recognize newlines and, the response is not coming through until the ticket is closed by employees.While were at it, maybe someone here would know if its possible to run VR app's as administrator from oculus home?
Are there Touch controller, HMD, or sensor geometries available to use without having to go through Unreal/Unity/Maya etc.?
Have you guys thought about monetizing your free apps using ads? I feel like I should be seeing more ads in free Oculus Go apps without in-app purchases. Apparently there are a few companies that do that, including OmniVirt and Adverty. It's all based on Unity SDKs so it's really easy. How do you guys feel about this stuff?
I'll just throw a few questions here regarding cross-platform development...1) Does cross-platform also includes PSVR?2) Will other Oculus services like the Platform SDK also go cross-platform?3) In Unity, the Avatar SDK forces you to use the OVR Camera Rig (in 1.27 at least...) which doesn't compute with cross-platform does it?I would like to use the Avatars and the Platform Leaderboards for my current project but like most indies I can't afford to cut myself from Vive and PSVR users so I need to make decisions ASAP regarding which services I'm going to use. Thanks!
I've had the luxury of being able to gather all the information I needed for reviewers in the mobile industry but I'd love for this to move into the mobile VR reviews. I'm wondering if Oculus had this on their upcoming updates to their Oculus store for Developers to automatically gather useful information such as:Device NameDevice OS versionVersion of the app their usingGPU CPUWhat region their inApp download date/User since (date)*(maybe) Total play time*User level (if applicable)*Content they've acquiredThis would help QA get through handling some of our user's issues without diving too deep into communicating back and forth with our users who know or don't know how to get this information.
Hi,I'm working on a project with module like MS Paint in 3D using Three.js and WebVR.I'm trying to draw on texture using HTML canvas and plane mesh. I'm just using lines and arcs on a virtual canvas at the place of uvs given from raycast with plane intersection. Everything here works ok.I've got simple example where you can draw by holding trigger when facing one of two planes.http://vrlite.lucas-studios.com/draw_test/The problem:When the user draws on the left hand canvas, it works normally and there are no bugs.If you draw on the right hand canvas, and release the button weird bug apperas. You can see artefacts from the central objects and canvasses repeat 3-4 times on a row and follow you when you move your head.The difference is the size of html canvas object but it affects whole scene rendering.Bug only appears on Oculus GO. I have tested also Gear VR where browser seems to be similar to this on Oculus GO. This bug have longer history. Previously it acted as alpha clipping ma
Good morning to everybody.With this post I'd like to highlight the malfunction of a link present in the no-reply@oculus.comdeveloper e-mail.If You click on the link: https://developer.oculus.com/oculus-start/ to apply for the application, the link bring's you to another page.In this last one, You find the statement:Something went wrong! Sadly, you’ve reached a page that can’t be displayed.We’ve logged this action, so we are aware there is an issue! At this time, please hit your browser’s back button or simply close this page! The incident ID is: 1820880398245397106. Event id: 4726764672376998 .Someone knows what this mean and what has happened?I'd like to apply for the application but the link brings me there.Does someone knows where I can apply for this or other applications?thank you for the attention.Best regards.Nicolò Zago
Hey! Oculus pay out the developers after 2 or 1 months? I mean if I earn $1000 in June, so oculus will send me the $700 in August or in July?
I'm aware Santa Cruz is on the horizon and we are at the early stages of planning a game product for Oculus Go. I'd like to know if at this time Oculus is confirming that software developed for Go will be compatible with the upcoming Santa Cruz hardware.Thanks!
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