PCVR/Link Development
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Is there a way to bypass this message:In the past it could run Unity in the background while I tested out some things within my builds. We're supporting Go and Rift so from time to time I'll send an invite over to the Rift on the Go to test out cross-functionality and then I'll get prompted with that when I try to accept the invitation. I've got multiple unity instances open usually when I'm working on things and to have to close them out everytime when I'm testing things is rather annoying.I don't suppose anybody else has run into this issue before and has a solution? It seems as though this is somewhat recent.
Game Name: Covid And BulletThanks for allways.CXFEH-W3GFG-CWKPM-EGGNF-GT99W4RQP4-KQ3A7-CEN9H-NMANP-YNMQJ7TG3A-N6XQC-RKK3C-GRTTA-THK4G6KQNT-C67PA-NCGTQ-Y74W6-RHYPY6MTKT-QYHAW-RCKFF-QTN3P-JYNPGA4FKJ-XT36H-PEEJQ-NCW47-F3WMNXA39N-PK4KM-RFECG-MGWMQ-MAKNJMX74N-NXJJJ-Y6E3P-MG9NR-9ETENJWGM6-TCXCX-NQEHC-9WFTN-7QJ7YRNQAK-ARME3-KFYY9-WNHPR-C4GHG
I cant instal my oculus setup:good pc, enough space and even disabled my firewall just got my rift and cant even use it ...
I am developping exhibit, museum viewing systems most non interactive. Now I get requests to integrate an Oculus Go into a more robust enclosure with less magnifying lenses. I am able to design that but it would be very helpfull to have technical drawings of the internal plastic parts so I can adapt my metal parts to fit to the Oculus internal parts. Besides that, I wonder if it would be possible to have a sales channel to provide parts (for replacement) like LCD panels. It is not very practical to take regular Oculus Go's apart to reach to spare parts.
Hello!I recently printed the mixed reality mount files, and realized pretty quickly they're for the previous style of touch controller :D . I'm wondering if there is a newer version somewhere? Appears it hasn't been updated since 2018. I could just scale this one down, however wasn't sure if it would cause any issues on the inner ring of the new rift s touch controller.Thanks!
So the problem is this: as a dev on the Quest and Rift S I would have loved it if the controllers could just plug in to recharge like my Vive and Index controllers, with the Rift I get through a fair number of batteries (I now constantly swap in and out rechargables)As someone who owns a 3D printer it would be great if detailed CAD models were supplied so I can stick rechargeable batteries in them and easily plug them in after use for recharging with a custom cover with a hole for a cable (wireless AA's would have solved this but I couldn't find any for sale).I have looked at the current CAD models and they don't appear to give the magnetic connection points and detail required, unlike the CV1 that came with better CAD models and I ended up printing some useful accessories for hardware attachments.If anyone has done the leg work or a scan already and is sharing the models, awesome please let me know ... otherwise if Oculus wants to jump in and upload them, that would be just as aw
Our software team is working as quickly as possible to complete Windows 10 compatibility with our SDK and the Oculus Runtime. As Windows 10 is not officially supported at this time, we strongly suggest that Oculus Rift Development Kit 2 owners do not upgrade from previous versions of Windows until we have the officially updated SDK and Oculus Runtime available.Outdated: See post below.
My app just failed Oculus's VRC.PC.Input.3:The app fails to reorient the current direction to forward when choosing to reset view from the Universal Menu.I should have OVRManager active and its 'AllowRecenter' is true. Otherwise the only change is to TrackingOriginType is set to Floor Level instead of Eye Level. So I don't understand what could be wrong?VRC.PC.Input.3 is the only technical failure by the way. The other failures are image/logo related
Hi,I've previously found a simplified 3d model of the Oculus Rift Touch controllers and would like to know if the Rift S controllers are also available for free as a simplified model? I'm designing accessories and would need the 3d model to accurately design all features.
Hey everyone,I'm looking to fix a bug for submission that has to do with the VRC Validator check. I have found the documentation here:https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vrcvalidator/And am trying to test my app now. When using the GUI or command line, I either get a "failed to launch app" (if not starting the app before running) or a "Failed to create a session" when starting the game and then running the validator. Is there something I'm missing in code that the validator is looking for? Has anyone else experienced this? Thanks!
I'm interested in the Rift-S and am looking forward to the Passthrough camera. I am an avid VR flight simmer and was wondering if the ability to toggle the camera would be only hand controller based or if there would also be keyboard assignments to toggle it as well. I use VoiceAttack to issue most of my VR commands that are then assigned to keyboards presses and was hoping to be able to toggle the Passthroughj camera this way as well. Does anyone have any knowledge on how it's deployed other than with the hand controller? I hope an assignable key press is an option since I do not use the hand controllers when flight simming in P3D or DCS.Thanks in advance Joe
Here's a project I started in 2009 for a Powered Paraglider simulator:http://www.ppgsimulator.comThe controls provide left and right brake input, speed bar (footbar), and weightshift. Since I've received the Rift, it's really added to the experience of flying a ppg. I'll have to put a video together demonstrating the simulator using the Rift on a platform such as VSF (Vehicle Simulator Framework). I also plan on using Outerra as a platform for the sim (which would be great since powered paragliding is generally done close to the ground), but I need to build a JBSIM file for a paraglider flight characteristics.- Mark
Hello everyone,I am in a college project and we like to develop a VR experience in a Cabin of an Aircraft.Therefore we need to work with sensor Information. I searched very much but i could not find the right answers to my question. I would appreciate any kind of help or hint!So my question is: How can I import the sensor information in a programming tool like Matlab? Greetings,Preet
Hello,i'm not really into C++ and want to get the values of the Oculus accelerometers and send them to a Java application.I searched around 5 hours and with all help (SDK Manual or Guide, other Forums, ...) I couldn't solve the problem.So my question is: How do i read the sensordatas and export them to Java?Greeting,Knoxa
Hello I Maor This is an anonymous name Anyway I am here to offer this company a really good offer I own a YouTube channel called snacksss My name is Maor and I actually suggest sponsoring your product: oculus s gift I will post it for 10 minutes on every live or video on my channel For the product of course and I swear I would really give it a really good sponsor I just need the: oculus s gift to do it for the company I live in Israel so almost no one in this country has a virtual reality console just for my opinion it is worth sending one model and get 2 times More product orders just in the north believe me I have experience if posting products and it was very nice if you sponsor me at Hard I have content channel and videos Thank you very much and it was a good day
I am interested in the method for oculus to detect the led lights on the equipment, who can help me to find related papers? thank you in advanced.
I'm working on an application using a custom OpenGL engine. I've recently started tracking the the ovrPerfStatsPerCompositorFrame::AppDroppedFrameCount value, watching it rise constantly. However, in many cases it's rising even though I'm well under budget in terms of time. Looking at application traces I'll often see the dropped frame count rise even though I never see an interval between the end of the last ovr_Submit call and the start of the next of more than 6ms. Further, sometimes even when that interval is that low, the ovr_Submit call will take more than a frame to return. So I'll see "6ms render -> 5 ms ovr_Submit" over and over and then suddenly I'll see "6 ms render -> 15 ms ovr_Submit". This seems to increment the AppDroppedFrameCount even though I was under budget and the only reason I missed the next frame was because ovr_Submit was blocking. Why is ovr_Submit sometimes for no apparent reason taking longer than a f
Has anyone else had trouble recently getting Unity 2019.3.6F1 applications to play nicely with Rift S? I've been creating Unity apps now for quite a while, and only recently have I gone back and been trying to write an app for the Rift S again - which means I'm not sure which component is causing the problem or when it started.The problem is that when I press play in the editor, the Oculus software opens (correctly on the PC) and the Rift displays the camera view, in stereo. BUT - the tracking is not working at ALL, either rotational OR positional. No errors are displayed in the debug console or in the Oculus software.I've tried:* Going back to the old "XR Settings" VR system (depricated) instead of the new XR Plugin system* Tried all 3 project types "Standard 3D", "HDRP" and "URP"* Going back to the previous Unity version* Not upgrading the OVR Utilities (within the Integration suite from the Asset Store) when prompted* Going to the PTC to see if it was a known recent bug that m
Hi,i have an Oculus Quest, link set up (worked fine) and a powerful computer to do it. Since today there is a bug for me which makes it impossible to use Oculus Link. As soon as I am in the Oculus (Rift Home) Link menu, the glasses switch to standby every 5 seconds. If I then disconnect the cable, the problem no longer exists in the normal Quest Home. I have tried everything, reinstall, updates, etc. Nothing works. Can you help me? In times of Half-Life Alyx this is really stupid. Best regards
Hi - I'm trying simply to view a stereoscopic cubemap that I rendered using Vray and 3ds max with an Oculus Rift S. The CubeMapViewer tool only seems to work for a 6x1 mono cubemap, which I can easily render and view at 12288 x 2048. But can't figure out how to view the stereoscopic version.
When I use OVRInput.Get(OVRInput.Axis2D.SecondaryThumbStick) it usually returns the position of the SECONDARY Thumb stick but sporadically return the PRIMARY controller at other times.The same problem occurs with the Oculus Demo 'Distance Grab' should be easily reproduced.I'm using Oculus Integration 12.0 with Unity 2019.3.0f6 on the Oculus Rift S with the Touch Controllers,
Is there a way to get the angular velocity and acceleration of the VR user (the headset itself) in unity? I am only looking for angular velocity and acceleration because the user will be stationary while only moving around their head.In the oculus developers documentation there is page titled 'get raw sensor data' but doesn't actually show how. Thanks!
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