PCVR/Link Development
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I can't use my Rift S for Development anymore! I have two Quests 2's but they are GARBAGE... and not nearly as useful as my Rift S. Why would I want something HEAVY hanging off my face? My Rift S loses it's 'PLAY AREA' EVERY TIME I PUT IT ON even after only a couple seconds! I have an Index, I will start developing for STEAM with my INDEX before I will put on a RIDICULOUS QUEST 2 to WORK! Any fix for this stupid "PLAY AREA NOT FOUND'' perpetual problem?
Hi, I was wondering what type of games can be put on APP LAND. I have created a game for the Rift which can be played on the quest via Link cable. Can my game be submitted to the quest platform(app land)?
Is there a registry hack or similar since the option is no longer available in the settings panel it seems?
I downloaded the oculus branch of UE4 4.27.2 and run the HandPoseShowcase example. It works well in VR preview with oculus-link on Quest2.But in Lauhch mode or in win64 build , I can not see any hand models. I got the error message "LogOcHandTracking: Error: Failed to get mesh or skeleton data from Oculus runtime." in the log window.I found the problem is in file OculusHandTracking.cpp :ovrpResult SkelResult = FOculusHMDModule::GetPluginWrapper().GetSkeleton2(OvrSkeletonType, OvrSkeleton);ovrpResult MeshResult = FOculusHMDModule::GetPluginWrapper().GetMesh(OvrMeshType, OvrMesh);These two function did not return right value.Is there anything I can do to make hand tracking working on a pc build?
Hi, can we expect the VS 2022 redistributable to show up as an option for ovr-platform-util upload-rift-build any time soon? https://developer.oculus.com/resources/publish-reference-platform-command-line-utility/#redists
Already passed 2 months. It is for Rift store. How much time do I have to wait for more?
I submitted my game for review and haven't received a response for 4 months. After asking customer service, the customer service replied that it was forwarded to the store team but still no response. I really hope my game can pass the review even the rift store.
Hi,recently I had to setup steamvr to enable ED Horizons.. anyway, during the setup you can chose to show the "chaperon" bounding box in any game. I tried this for fun and it works. So it seems it is possible to create a VR app that works OVER the top of other running vr apps. I want to make a simple tool that I can access while in VR without leaving the current game\experience. Where do I start? Is there something in the SDK\runtime that enables this for steamVR?Thanks
I know that the feeds are only b/w and they are full of random artifacts, but it would still be convenient if I could use them for an OpenCV program running in my VR app. Is this possible with the Oculus SDK?
Thumb and index finger touches do not respond in Oculus Integration_V.31.0.I've confirmed that downgrading to OculusIntegration_V.29.0 works, but does anyone know how to fix this issue?
Hi,I would like to know whether PCVR app (developed with native SDK) can run on quest 2 via quest Link. I am developing PCVR app but Rift and RiftS is hard to get now so want test the app with quest2. Any comment is appreciated.
Any news about letting PCVR use handtracking? This is a key feature for simulators with real steering wheel or HOTAS.
In my app, I would like to direct the user to the Oculus Dash Desktop feature of Rift Core. I was wondering if it was possible to open the Oculus Dash Desktop directly from my experience, so that the user does not need to find it in the Oculus Dash menu. I have looked online but have not found many resources about Oculus Dash developer support.Thanks in advance.
We are following the steps in the documentation for distributing Quest app via Alpha/Beta Release Channels. Facing two challenges:While uploading the binary, the option to select Quest does not show up. So we selected Rift & moved forwardAfter uploading the build, we edited the channel setting for public opt-in but didn't find how to subscribe to the appEven using the method of inviting users via email, it does not show up in "My Preview"All of this is considering Quest only for Enterprise users.Any help will be really useful, thanks !
hey i just got banned on gorilla tag by daisy09 in gorilla tag i am si pissed i met her yesterday she is a famouse ghost hacker in gorilla tag but then i made a new ocolus account to play on but in my library steam vr is running but not opening and i cant close it i even restarted the app and does not work can u help me?
Can some please give me a time frame when air link will work in Windows 11? I just want to play my games that I haven't been able to play. That's all I want. I love my quest 2 but I want to play my pc vr games I have bought from the Oculus app. Not complaining but am complaining. Thanks
I was watching a movie today on my 3D TV and a specific scene inspired me to think about the Oculus Rift... what if we could bring that 360 view that the Oculus Rift offers in video games now, but not in games but one live feed of a movie. The scene that caught my attention was from "The Great and Powerful Oz" from a waterfall scene and I thought what if you had a Blu-ray device that had Oculus Rift support I think it would revolutionize the way we watch movies being able to look around 360 degrees while watching a movie from the cameras point of view.Although the more I thought about this, I got to thinking about the costs of movies just with one camera showing you what the director wants to show you, but to go back after the movie has been made with the special effect department and would need to create a fully 3D world in which you could look around. This would raise the costs of movies considerably I imagine.I was just curious if this would even be possible to create a fully imursi
I recently updated to Oculus Integration v38 in Unity. When I build for PCVR and press "run" in the editor, I'm seeing the black VR "viewing area" curve on the right side of the screen. It doesn't occur if I build the same scene for Quest, and for Rift S, I only see it in the editor game display - in the headset, it's not there. It's only a distraction/annoyance - is anyone else seeing it? If so, have you found a setting to get rid of it?
Hello, I have a big problem... I can't implement the hand tracking of my oculus quest 2 with Unity.In fact, I can use the hand tracking in the editor but when importing in .exe for the PC build, my hands are not detected at all.On the other hand, if I try to build the application in .apk, the post processing does not work anymore.Is hand tracking really only available to the editor? If yes, how to make post-processing work on an .apk? Thanks in advance.
Anybody know if Spatial Anchors will ever be enabled in PCVR? I would like to use my computer with link cable for better graphics. Currently I am using a Quest 2.
Hi, I am developing an interactive installation in Unity 2020.3.25f1 for a Quest 2 in PC VR mode. My project has two cameras, one for the headset and one that is used by a video projector. I've enabled PC audio in the oculus app so that there will be audio on the second display, but there are times when the headset will be inactive and currently this deactivates the PC audio. I've tried switching my audio listener to the non-vr camera but that doesn't have an effect. I'd like the audio to continue on the projected display when the headset is inactive. Please let me know if you have any suggestions,W
Whenever I play some of my games, they are really zoomed in. And I don't mean that they’re huge or small areas; I mean that everything is zoomed in on the screen. It's basically if the edges of the screen were cut off and the rest of the screen was stretched to fit the rest of the area. It's really uncomfortable, and it's impossible for me to change it. HOWEVER, it only applies to games ran on OCULUS. If I were to run the same game on SteamVR, it's just fine because I can actually change the FOV and world scale in the Steam menu (not that I needed to in the first place). What do I do about this?
Hi. Im making game rn, and trying to add own database-based cloud storage. So i need to get Oculus ID of each player to send it to database. And its working perfectly in Unity Editor, but when im trying to do same thing in Quest - its just returning null, and there is no errors.Can someone help me? And i actually think that this problem is because of Platform.Core.Initialize(id), but idrk.
Hi guys, here from Argentina.Recently i update my setup to AMD. And im having issues with the Rift S. I try contact the Oculus support but is like a crazy talk with tips to fix my issue, and no one is working.Motherboard: B550-F WifiCPU: Ryzen 3600x (stock) + H100i Pro XT Rgb2 x SSD NVME (512 + 250gb)DDR4 Gskill 3600 (3733 oc) 2x8gbAsus Strix RTX 2080 SuperXFX 850w Black EditionThe issues is the jumping Headroom Performance... in the Oculus home is Stuck in 70% , but inmedatily in any game (Oculus or Steam) is lowered to 10/20/negative. Things i try- Reinstall Nvidia Drivers/Install older drivers- Nvidia Control Panel- ASW On/Off- Lower settings in the game- Differents Usb (3.1 Gen2, 3.1 gen1, 3.0, 2.0) - Change my Energy Plan- Reset the cables headset- Change GPU usage, with regedit.- Install the games in differents HDDIm out of options ... the last thing i gonna try is install another version of windows. But is frustrating.Alyx with all med and SS default, is jumping
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