General VR & MR Development
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Classes for helping thoses who wants to use libOVR in java with LWJGL.https://github.com/Gasteclair/LWJGL-libOVR-VR-in-JAVA-
Are there any drawings / blueprints of the Oculus Go HMD to download?Size/Width, placement of USB connection and buttons, to be used if you want to attaching external devices to it?/J
Is there any way to use oculus api to get the list of apps/games downloaded by an user.
Hi!I'm currently working on a realistic 3D house model in UE4. I'm making it from a real house, so I can see the real distances and propotions.But when I tried to walk through my model, I found that everything looks very small. Rooms that should be 20 meters length look like there are only 3 meters.The problem is that I'm truly sure that I imported all the models correctly in the engine (checked with a ruler) and the propotions of objects are correct. For experiment, I set "uu to meters" setting (one unreal unit equals to 1 centimeter) to 10 instead of 100 (so I scaled all the world in 10 times) to make it work properly.But I still think that this is the wrong way, because currently many developers say about incorrect hand controllers look in this "scaled" world :)Then I tried to adjust my oculus. I tried setting the Eye Relief to max possible values. I found that now everything looks great.I know that currently the problem is soled, but I would like to ask you about some article or do
All of these links frequently (but not always) take me to the same information (where the * is my organization ID).https://dashboard.oculus.com/organization/*/membershttps://dashboard.oculus.com/organizations/*/testusershttps://dashboard.oculus.com/organizations/*/ssohttps://dashboard.oculus.com/organizations/*/payment-infohttps://dashboard.oculus.com/organizations/*/financial-reportshttps://dashboard.oculus.com/organizations/*/promotionshttps://dashboard.oculus.com/organizations/*/sale-invitesThat is, all I see is the builds page:https://dashboard.oculus.com/application/*/buildI can't always get this to happen, but every once in a while after I haven't been active on an open tab for a while, all of the links will fail to refresh properly. The only way I've gotten it to fix itself is if I navigate to a new page (i.e. any link that works) and come back.
Hi,Our game is essentially point-and-click, and there's one in-game wand, which is basically a laser pointer. We've received feedback that this should track only the users preferred hand, which can supposedly be defined in the user settings. However, I haven't been able to find anything in the API to query this preference, nor have I even found this setting in Oculus Home or during the Oculus Touch setup.Is there a best practice/well-defined API to query for the user's preferred hand, and how is this setting managed so that I can change (and thus test) it in game?
Is it the case that we use the Oculus Avatar SDK now, and when Facebook Spaces opens up to third party content our avatars will be replaced by the Facebook ones if our apps are launched that way?Or: is it the case that these cartoon style avatars will only ever be available inside Facebook Spaces, and all third party applications will use the Oculus Avatars, and users will maintain two avatars?Thanks PS. Is Oculus coinciding the release of Go and Spaces? If so, is the lip syncing feature of the Avatar SDK also purposely being timed to be released on or after the release of Go (so our apps don't steal the show)?
Hello all, Oculus staff suggested I repost this over here so here goes:I am pleased to announce the release of Leadwerks Game Engine 4.5. The new version introduces support for VR headsets including the Oculus Rift, HTC Vive, and all OSVR-based hardware, allowing developers to create both room-scale and seated VR experiences. The Leadwerks virtual reality command set is robust yet incredibly simple allowing you to easily convert your existing 3D games into VR titles. To help get you started the source code for our Asteroids3D game has been updated for VR and is now freely available in the Leadwerks Games Showcase. Leadwerks Game Engine is uniquely well-suited for VR because of its fast performance, ease of use, and the availability of C++ programming for demanding VR games. Several optimizations for VR have been made including combining the rendering of both eyes into a single culling step. The stability and accuracy of N
So I've been using the Oculus Utilities for Unity off and on for the past couple of months. So far it's worked great, but I think most of us Unity devs can agree that we would like to see a more bare bones sdk. Maybe I'm missing something here, but the Oculus Utilities are not only outdated, meaning they come with all kinds of warnings that load up your console that you end up having to deal with, and meaning there are shader errors upon trying to build....but it also comes with avatars and all of this extra unnecessary stuff tacked on.Why can't you guys just create an extremely bare bones sdk? There is built in basic Oculus support anyway, so the only reason I end up using the sdk is for use of the gear vr controller...and there's all of this other extra stuff included in the package. Right now Oculus Utilities comes with the whole avatar sdk and the ovrinspectors folder or whatever, both of which have shader errors when building in 2017 (I'm using 2017.2 at the moment...). I don
Hello everyone ... I guess my question is something basic. I have built an app in unity and I want to upload it to oculus. Once I create the plication and when I go to the compilation panel I try to upload the compilation but I do not recognize any file. I do not know what I'm doing wrong or what process I've skipped but I need help to upload the compilation.How do I have to compile?Thanks and best regards
I recently dared to upgrade from LibOVR 1.15 to 1.20 - you probably ask yourself what took me so long. The answer is I was sick of fixing tons of bugs in the VS project files each time. I mean have a look in the "LibOVR\Projects\Windows\VS2010" or "VS2012" files for example. The LibOVR.vcxproj.filters closing XML tags don't even meet the opening tags!!! This makes these files unreadable by Visual Studio and most times it makes it crash. The regular VS project files "LibOVR.vcxproj" also often list files not even in the correct place, stopping VS from compiling.And this carry's on from LibOVR versions far below 1.0 - I remember mentioning it to the forums from very early releases (I think about 0.5x). Each time I dare to upgrade I have to compare diffs to work out these errors again and again and again. Why not putting public files in a GIT were others can fix these errors, if you are not capable of distributing clean code?Get your job done, Oculus VR!
heya I've been having this issue for a few days now with the login for the manage area of the developers.oculus.com website. I go to login (using old school username / email and password not a linked Fb account). I get an email saying unexpected login attempt detected (our studio nor my home IPs have changed) and asked to enter a 6-digit code to continue but no matter which browser I use, ensuring pop-ups enabled etc, there's nowhere to enter this code. Have never seen it before. Just want to check my analytics ^_^thanksSam
I know the oculus lip sync has been there for a while. I am wondering when it will it be integrated with oculus avatar? Or this is already available!
do i have to own oculus to write code for it?
I'm trying to remove all Oculus Achievements a user has gotten for debugging purposes. So I go to my browser and put this into the URL: https://graph.oculus.com/<userid>/achievement_remove_all/?access_token=OC|<AppID>|<AppSecret>;However it's giving me this error message:"error": { "message": "Tried accessing nonexisting field (achievement_remove_all) on node type (User)", "type": "OCApiException", "code": 100,}I know my userID and access token is working because I can make other REST calls. Just not this particular one.So is it just not possible to remove achievements?
Is there any chance Oculus will be creating Github repos of the various SDK downloads? I find it pretty handy myself (I like to surf repo code sometimes to examine APIs without firing up an IDE), and it would facilitate development if we can all jump in there, reporting issues/bugs, etc.. Can't go wrong! Does anybody else agree?
Is one of the big dogs finally stepping up for higher res?!https://twitter.com/qwellcode/status/949379256131481600
In the last Oculus Connect, several mobile VR devs were brought on to talk about their experiences. While insightful, the discussion on financial support was fairly irrelevant to most other devs since it appears everyone on that panel was securely funded by Oculus. As hard as it is to wing it as a working dev on PC & console VR, it's even harder for mobile devs since the level of optimization required is much higher, and the price expectations is much lower which more than offsets the larger install base.This motivates my interest in getting an AMA from mobile VR devs that have decided to make Gear VR development their livelihood, particularly those that have at least 2 games or a year under their belt. Some questions I'd like to ask such VR devs:Did you seek Oculus funding? If so, what was the reason you were unable to secure it?Do you work fulltime on Gear VR development? If not, what other sources of income keep your team afloat?How large is your team? How do you delegate respon
Hi!Unity has introduced Single Pass Instanced in Unity 2017.2.We have released a new beta on our support forum on kronnect.com of Volumetric Fog & Mist for Unity and we're looking for new beta testers.If you're interested in checking it, send me a message or contact us on the forum.Cheers!
Why are only men's hands in the OculusHandModels package?
I am working on a project where I am required to provision several hundred mobile devices and GearVR units for use outside of the Oculus store at a multi-national event. We have manually harvested the device ID from all of our devices, and we'd like to use the API to automatically generate the necessary OSIG files. I could not find any Terms of Use for the API specifically, so I'd like to know what is an acceptable rate limit so I do not hammer the API unnecessarily (again ).
I think there's something that needs to immediately come to the attention of the developers of the unity asset package. My project has a very delicate order of layers, as many I'm sure do. When importing the Oculus Utilities 1.21 package into my project, Unity's layers changed to the following: 8: NoFadeOut9: ColliderGrid10: Gazeable11: Player12: LitStairs13: LitStairs214: Wall15: Teleport Points16: DemoUI17: ToysNow I have to load up a backup and figure out what my layers names and corresponding numbers were...
Greetings. I’m looking at Oculus Dash and considering some scenarios. I would like for some of the 3D content of software applications to be 3D in Oculus Dash. I would like for users to be able to gesture for some 3D content to lift off of the page or hover from the application into the Oculus Dash space. In Oculus Dash, such widgets could be described as rendering content in inset boxes, cubes, the regions responsive to Touch device interactions and the 3D content capable of moving into the Oculus Dash space. Examples where such features would be useful include design and engineering software and mathematics software which also include 3D visualizations.Is Oculus planning an Oculus Dash SDK with samples? Is Oculus planning on providing VR-specific messages from Oculus Dash to Windows applications (https://msdn.microsoft.com/en-us/library/windows/desktop/ff381405(v=vs.85).aspx) for Oculus Dash events and Touch input devices? Is Oculus planning on facilitating 3D scenarios resembling th
Texture filtering adds a lot to the image quality of a game. Unfortunately due to the bandwidth limitations of mobile GPUs, it's also a very costly feature due to requiring texture lookups, especially anisotropic filtering.What are the possible ways to optimize your game environments to avoid aliased or blurry textures while reducing or eliminating the need for costly texture filtering?
This is one of my big pet peeves as a user, but is relevant from a developer standpoint as well. Most notably (but not limited to), the Felix & Paul videos are all allowed to label their titles as being movable to the SD card, but their huge video files (Miyubi's has 6GB worth) remain stubbornly on the internal storage. I'm on an S7 with only 32GB, and purchased a premium 128GB SD card (Samsung Evo Plus) precisely for the purpose of keeping my much smaller internal disk space from getting gobbled up.It's incredibly infuriating and misleading for apps that claim to transfer to SD, yet still leave a major footprint behind. Oculus deserves equal responsibility in this issue, because they're the ones that permit these titles & devs from advertising this capability.P.S.: I'm posting this here because the bug filing form has disappeared (which I reported w/ screenshot using the lower-left "Give Feedback" button).
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