PCVR/Link Development
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I need help fading out the camera/ screen in VR to a color.I Have tried adding this Code from another forum post from a while a go and it still does not work, I have Also tried using other Screen fading scripts, They work in the game - view in unity, but not in VR.IEnumerator FadeOut() { float elapsedTime = 0.0f; Color color = fadeColor; color.a = 0f; fadeMaterial.color = color; isFading = true; while (elapsedTime < fadeTime) { yield return fadeInstruction; elapsedTime += Time.deltaTime; color.a = Mathf.Clamp01(elapsedTime / fadeTime); fadeMaterial.color = color; } isFading = false; }
I uninstalled the app some time ago, but now decided to reinstall it. When I firstly tried everything worked great until the app said "Can't reach the Oculus network", so I decided to delete all Oculus folders and try again. This time it didn't even try installing, just straight went to "can't reach oculus network". I've tried:disabling firewall and windows defendermaking a new account on my PCusing /BypassHotfixCheckinstalling on the D:\ driveI made sure my .NET is up to dateI contacted support and the fixes they gave me didn't work. Now they said that they'll get back to me when they find out what to do next.Here are my setup logshttps://hatebin.com/mdydkkkvti
Hi there, The latest update of the Oculus app that is automatically updated has introduced a problem for me that has broken the entitlement check and the ability to talk to the Oculus platform for our app we are working on. To reproduce this problem create a new blank app in UE4, go to plugins and check off the Oculus Online Subsystem add the following to the level blueprint:Add a test app to developer.oculus.com and get the App ID Then go to DefaultEngine.ini, add the following[OnlineSubsystem]DefaultPlatformService=Oculus [OnlineSubsystemOculus]bEnabled=trueOculusAppId=(The App ID from above)Then restart UE4 and run the app in VR preview or selected viewport and see the following in the log:....LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()LogOnline: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app....LogOnline: Error: Oculus: Failed the entitl
I am a student who recently became interested in Oculus rift. I want to use the SDK to get the Roll Pitch yaw, make it a dll file, and use it in LabVIEW. I am having a hard time learning cpp.How can I get Yaw Pitch Roll value, using dll?Can you tell me the code and how to use it?Thanks
Hi! i have been loving this VR experience. after playing resident evil 4 which i loved!! i thought of SILENT HILL! this would be a great game to play in VR. any of them! and after finding that the car racing games Suck! i need NEED FOR SPEED. this would be soooo cool. to be able to customize your favorite fantasy car - sit in it - view specs up close ..racing options - traditional or sit in car ... so many ideas
I ran an AMD clean-up and suddenly the hardware in my computer was not compatible with oculus software, so, what's goin' on?Also, the link it provided does not work anymore
As I am working on a VR mech on Build A Boat For Treasure, my favourite game on Roblox, the popular video game platform, it would be way easier for a keyboard macro, the con on this would be to not be in vr mode in games, it should be toggleable, only on Air link and Cable link.
Hi, I am attempting to upload a new app version to the dashboard using the ovr-platform-util tool. The problem I have is that I cannot get it to accept my launch parameters. As an example: --launch-params "-argument_name 12345" It will not accept this unless I remove the leading hyphen. As long as the hyphen is there, I get this error: "Not enough arguments following: launch-params". Of course, if I remove the hyphen then the command will not be interpreted properly by the app. This seems like a bug perhaps?
Hi, I can't login to the oculus pc app. The login via facebook option only leads to the website fb of my account.How do I log in to connect oculus quest 2 to pc?there is a message about an incorrect email address or password.
This is a matter i realised from the very first LEAP mOTION demo i saw, and it is the reason i feel it didnt succeed. In a nut shell ill losley quote Steve jobs.Its not good enough to be great, it has to be rediculously awesome.The main thing is expectations, and i know for example there a alot of people like a friend of mine who instantly dismiss a technology if it does not meet their excpecations. In short. Reality. It has to be rediculously awesome and the latency and sence of presence thing is important but equalily important is the input, hand input because in reality it is, apart from seeing, the way we interact with the world. The leap failed because it was a glorified "air mouse". The motion was relative to the controller. Not the persons eye. You moved your hand to the right untill you reached the icon and stopped. Instead of moving your hand relative to your eye untill your finger tip, the icon and your eye line up. This is the natural way of interacting. Hold your hand out a
My Guardian setup keeps resetting so i can setup my Guardian so i wound why?
I deleted the app at first while downloading a game and hope to re-install it and fix the issue. Now it won't even install correctly. It downloads up to a certain point before stopping with 0 bytes/s. Any ideas for fixes?I'm using a quest 2, have plenty of storage, deleted any AV and have good internet connection. The app worked before so what happened?
Hello. I'm developing VR app using unity with Oculus Quest2.I'm using OVRCameraRig for tracking my bare hand. I want to use finger touch as mouse click to interact with UI(Button, Dropdown etc.) Is there any way to do it?Please share me if you have one.Thank you 🙂
When Space Sense is activated, the frame rate drops, when playing from Unity editor.App starts to lag, and motion sickness starts.After turning it off, no problem.Tried it on two headsets.Any one had the same experience?
Hi All, I have OVRPlayerController prefab in my scene. When I walk (Front, Back, Left, Right) with Oculus headset the camera is moving but the player holds the same position.I am attaching the screenshots that the problem I am getting, Please check :The below screenshot is when the player is in initial position : The below screenshot is when the player walk : I want the Player(Character Controller) and the Camera to move together.I have added the CharacterCameraConstraint script to my OVRPlayerController but still, I am getting the same problem.Can anyone help me to resolve the problem?Thanks in advance.
Hello!After several rounds of technical review for a Rift game we're putting on the store we've successfully met all criteria but for one: VRC.PC.Audio.1We are using UE4 + Fmod studio for this project. Oculus Audio plugin is enabled but we are not using it. As spatialization plug-in we use resonance. VRC.PC.Audio.2 regarding spatialization is approved. On our UE Initial project settings we have set "Rift Audio" as the "Initial Output Driver Name". Is there other setting that we are missing in order to solve this issue?Thank you!!!
Hi folks.is there any news or plan that the avatar api will open for everyone?which means that user can carry it's own avatar like nft asset and go any game? thank you .
Hello,I'm currently working on a multiplayer game using Unity and Photon Unity Networking. I'm mainly interested on how the Oculus Rooms will work and how to integrate it into my multiplayer solution. The avatars would also be nice, but we currently have our own avatars in our game.It sounds like the Oculus Rooms would be first released on the GearVR and later on the Rift. I'm not exactly looking for the consumer release date, but it would be nice to have the API's so we can start integrating this into our game earlier than later.Thanks.
Hi, I'm trying to access and display a stereo UVC Camera plugged into my Quest 2 under Unreal Engine 4, but it seems to be hard, do you provide examples of code or some resources, even under others or the native frameworks? Thank you for your attention!PS: The camera is well detected I see it into the logs and the app permission for video capture is asked. UPDATE: Even if i check OK for camera access it'sn't allowed visibly... I understand to be not allowed to access to the embeded passthrough cameras but I don't know why we can't access external plugged camera, it doesn't really make sense...[2021.01.13-19.35.37:169][ 0]LogAndroidPermission: UAndroidPermissionFunctionLibrary::AcquirePermissions[2021.01.13-19.35.37:170][ 0]LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance[2021.01.13-19.35.37:170][ 0]LogAndroidPermission: UAndroidPermissionFunctionLibrary::CheckPermission android.permission.CAMERA (Android)[2021.01.13-19.35.37:172][ 0]LogBlueprin
Need to port unpublished Oculus Rift C++ OculusSDK, Platform SDK, and Avatar SDK (w. OpenGL) application that is working Ok to OpenXR due to deprecation of native SDK, where might I find guidance / documentation / examples on how to do this?
Hi, I want to develop content for Vive pro and Vive Cosmosbut I don't really want to buy them because I plan to get a Oculus Q2 Can I develop and test SteamVR content for VIVE and use Oculus in the development for testing?Will it cause any problems? for example Key bindings? I would be very grateful if you could help me with this! Thanks!
GPU spec for oculus link will be really required such as "GTX 1060 Super" which has more than 6GB VRAM ?Due to slim body, my PC can be mount such as GTX 1650 4GT LP 4GB GDDR5.What is trigger or logic which software judge whether oculus link will work or not ?It really judge GPU's spec type, VRAM ...etc ?
So I just got my quest 2 and the link but whenever I try to run a game from the oculus software it displays on my pc and not the quest itself, the screen on the quest is black or has 3 loading dots but nothing ever loads. my pc is VR compatable
Oculus, please develop a power injector for PCVR Quest2 users, Some games can be played for much longer than the battery life allows, even when taking breaks you don't want to turn the game off. I like my Q2 but I am seriously considering going back to my RiftS or going down the Reverb route.
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