General VR & MR Development
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Is there any way to obtain the key used to install the current app (if any)? It would be really useful for better checkout integration. For example, we might want to sell different levels of access, features, etc. in a keys-only app. Knowing the key inside the app would let us automatically configure everything at install-time and would give us an implicit link between the Oculus app and the user's account on our website.Thanks
Adb shows my Go and the apk install says 'successful', but I don't see it in 'Unknown Sources'. I'm in Developer View.Thanks,Dave
Hello developers! I'm currently in the process of writing my Master's thesis in Interactive Digital Media. My thesis is about using theories of immersion and level design to improve VR presentations for commercial and internal use. Now I want to hear what you, the VR developers, think about this topic, so I've created a questionnaire. The questionnaire will take no more than 5 minutes of your time. https://goo.gl/forms/EzytgDmbmlm9988k2This questionnaire uses a specific definition of immersion as its foundation; immersion as a systematic and perceptual response by the user. What this means is that the user is further immersed through better technology and that immersion is likewise created as a perceptual response, i.e. if the user interacts with a car within the virtual world, opens the door and sits on the driver seat, the visual and auditory ques, like the sound of sitting on the leather seat, stimulates the users other senses and creates a more immersive experience.The questionnair
Hi! We are Bolverk Games, the developers behind Kittypocalypse and Dick Wilde. We are working on our third game, and are in need of a developer contact. We are assigned to a contact who does not reply, and we have tried to reach out to all the people we know at Oculus, with no luck. How can we get to talk to a developer relations manager? /Bo
As a VR photographer I am excited that Oculus Browser supports WebGL, so that we can now show tours in immersive VR on Go and Gear VR. But I am sorry to have to report a serious problem.Every 360 photo that I view via Oculus Browser on GVR or Go has bad "shimmer" -- motion aliasing. Viewed on an app -- 360 Photos, Gala360, etc. -- the same photos are entirely free of shimmer. Many others have obsered the same thing. Naturally the WebVR client I am most conerned about is krpano, which powers much of the world's 360 photo viewing. But this is definelty not a krpano problem, I have seen it with two other clients as well.The apps demonstrate that it is technically possible to render clean antialiased images on Galaxy phones and the Oculus Go. Now that the Go is bringing the VR web to a huge new audience, It is vital that Oculus brings rendering in the WebGL mode of Browser up to the same excellent standard.
I have both BeatSaber and SkyrimVR on Steam, and both apps run fine when I enable the "Allow unknown source" option in the settings. However, pressing the Oculus button, the menu button on the right Touch controller, sends me to the normal pause menu. The problem is, trying to return to the app gives me an "allow unknown source" message, and Oculus refuses to run any apps until I completely restart the Oculus. It is frustrating to have a button on the controller simply cause apps to stop working, is there a way to fix this?
Is this normal?
I Don't know much VR, but I would like to acquire data from sensors of oculus rift.I have read that is possible to acquire data from DK2, I have seen a lot of work. I'm only intresting in those data nothing more. Could I do the same with oculus CV1 or i have limitation? Don't forget it that I'm only intresting in the sensor of gyroscope, accelerometer, and magnetometer.
Hi there!I need a Realistic 3D Model created based on my ideas which will be used in my trailer, it has to look realistic! Please have extensive 3D Modeling experience, this will need to have complete oral system, full body 3D Model character etc. And will be paid once we approve with all the changes! I have attached realistic drawing picture of how I want 3D Model to look like but you will make complete full body realistic 3D Model based on my ideas! I will provide what kind of eye brows, eyes etc.The model will be used for close rendering animation!Here is how I want my model look realistic similar to this model link: https://www.youtube.com/watch?v=HjHiC0mt4TsHere is my model drawn so far:https://drive.google.com/file/d/1HASq7dnsFRoKpcPmqzF6yNzZJimNFu1q/view?usp=sharingPlease do not ask for more for budget as I will not agree to it:) if this gig not for you or budget does not suit you please move on:)No rigging needed we will do it ourselves!We will only get delivered model onc
Hi all, it seems to be taking a long time for Oculus to pay out ,y profits from sales. I got the email last week, but as yet still nothing appearing in my bank.Anyone know how long the process usually takes after they send you the email receipt? Should I already have been paid?
Badly needed since Oculus Go is a standalone headset and there is no smooth transition between VR browsing and any app (whether installed or not). Anyone else? Thanks.
Link to Unity Blog post: https://blogs.unity3d.com/2018/02/21/the-lightweight-render-pipeline-optimizing-real-time-performanceHas anyone played with this, specifically for Gear VR/Oculus Go development? How does it compare to the existing workflows & tools in terms of ease of use, performance, etc.?
Hi,I'm trying to use javascript to hide/empty a span.class on my registration page. When I first type the code in the span empties just as I would assume it would. However once I save the page the javascript no longer executes?Please help.I didn't find the right solution from the Internet.References:-https://forums.wildapricot.com/forums/309658-developersVideo marketing studioThanks
If so, how do I package them?
DescriptionI have a Gear VR game that has a sword fight level and I want to inflict damage to enemies when the player swayed their sword and hits the enemy. Figured I can do this with collision but there are certain problems that I need to address.Background of the problemI replaced the Gear VR model to a sword model basically and I can sway the sword with no problem but I want to only damage the enemy if it has been swayed/slash before hit.Main QuestionThe sword should not damage an enemy if the user did not sway the sword hard and fast. The problem is if the sword collided with an enemy (getting near) it will inflict damage because of the OnCollisionEnter. How can I do this the smarter way? I need to check if it has been slashed. (Check velocity of Gear VR controller upon hit perhaps?)For now, I am still testing possible solution to my problem and will be posting here as answer if I discovered any. Meanwhile, any ideas or answers in regard with this problem is welcome. Tha
Oculus originally wrote to me back in January or early February saying I'd been approved to receive a Go headset and to expect it within four to six weeks... After about eight weeks of nothing I started writing to find out what was going on, took three unanswered emails before they finally responded saying there had been a delay with the device and that I'd get an email when it shipped. Today the headset became available to the general public and I still don't have it, so I totally missed out on opening day sales of my app. Am I the only one getting jerked around by Oculus? I would've been fine had they rejected my request, but to say yes but then leave me hanging is cruel.
WHAT RUNTIME CAN I USE FOR OCULOS DK2 AND WINDOWS 10 ?
good afternoon, please someone could you tell me, which laptop, which is the most economical, can serve me for virtual reality, for use of gfas dk2 with runtime0.6.0.1 and windows8.1?
thestonefox gave the news recently in slack.A v4 has started development and they are intending a 6 month cycle.They will hold a stream and Q&A this Sunday:https://www.youtube.com/watch?v=OKdAmYyZR7cExciting news!
Hey all,I was wondering if we are missing something or if this is just not possible at the moment: Responding to customer reviews. This is really a missed opportunity. Some user provide valuable feedback, but as a developer we just need a some more information about said feedback and it would be great if we can directly communicate with the user through the review. Google Play Store has it, Apple's App Store has it, would be nice if we can do it on here as well.In our case, I am one of the developers of Project Rampage VR. We're getting some reports/reviews that mention that the user is unable to walk. We have several (different) devices that we have tested on but cannot reproduce this and have had no issues reported by Oculus about this issue. Due to the amount of reports that people are unable to walk (while mentioning instructions are clear) we aren't completely sure if this is a bug or that the instructions are not clear (enough). We would love to get in contact with the users
good afternoon, please someone could you tell me, what personal computer, which is the most economical, can I use for virtual reality, for use of gfas dk2 with runtime0.6.0.1 and windows8.1?
Hey fellow VR devs,This discussion forum topic is about our journey to bring our VR game Ganbatte to the Oculus store. This first post is the start!I'm Thomas and I run a small VR indie studio called Mimicry. We've just launched our very first Steam release (in Early Access), the VR sushi eating game "Ganbatte"! Ganbatte is a little, family friendly, cheeky VR game, aimed at a younger audience, suitable for when you own a VR headset and you have friends or family visiting that you want to introduce VR to. It's easy to pick up and play and especially fun in 4 player multiplayer (but it has bots too). We have built an early access version using UE4, where we use the Steam SDK to enable 4 player VR multiplayer. We'll be improving and expanding the game based on feedback from the Steam community and aim to hit the Oculus store with a polished, fun and high quality title this summer. It's our goal to, in the coming months, work to bring Ganbatte to the Oculus Store and integrate with t
I was wondering if there is a way to add the new oculus home features into a game I am designing with unity. Basically I like the style of easy to use menus and being able to pin windows in the new home and wanted to use something like it in my game. I am using vrtk currently for my interaction if that helps. Any advice or help will be greatly appreciated.
Hi, I have looked around the unity store, and can't find anything. What I would like is a simple, short orientation/training scene that can be run prior to a game or a scene. With Oculus, you set up the equipment, and you enter a gray room that shows you how to use the controllers, point your fingers, pick things up, etc. After that short scene, you enter the "robot" training scene where you put the tapes in the player, use the 3d printer, and interact with the floating robot. Is it possible to get that first gray training scene? Are there others available? Does everyone build their own?
Hey there, I'm a solo dev assembling various prototypes into the final version of my first game to be published. I'm focusing my career as a vr developer on educational content. I really find VR as an alternative for all the people who ever day-dreamed during class. I'm on a long road until I build my dream app, one that can teach various subjects and be credited in high school or college. But for now, I hope you can help me build this Demo.Monkey Walk is an explore-to-learn game. This demo (fruit and articles) places the user in a climbing scenario where one may learn Spanish and German vocabulary. This mission's main goal is to teach you a basic understanding of singular articles (like "the" and "a/an") along with some fruits' names and their proper gender. Spanish learning path includes voice recognition to practice pronunciation since day one on your learning path. At the moment the Alpha version is focused on testing locomotion, comfort and setting the mood. It is quite simple an
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