PCVR/Link Development
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Hi,I was a supporter of Rift (DK2, then CV1) for long date and I will update to 1 next-gen headset.I bought a motion seat and I will receive very soon.I need motion compensation to be able to use my Rift CV1 into my motion seat BUT there is no solution for Rift, ONLY for SteamVR compatible headsets.SO I will give up Oculus to buy a SteamVR headset like the Valve Index.If only Oculus let partially open its driver in order to implement motion compensation ...Byegreg
All you would have to further support it is leaving the files in place?!! Same for VS2010. I really don't understand your company policy. We produce a plugin and have to link with different VS in our build process.On the other Hand, it is not a big loss, since your project files have been buggy for so long, now I don't have to fix them each time again and again since a new SDK does not overwrite my fixed project files anymore...
the software states that everything is up to date and working but my headset wont show anything there is nothing produced am I able to fix this
Does anyone know how to fix the error message that you have to restart the Pc and try again. I have done this multiple times with no success. It only happens when Im trying to install the oculus app. It gets 2/3rds of the way through the install. Comment if you know how to fix this.
Since the great anouncement of Hand tracking for Oculus Quest, i have this question,I want to develop things for Hand tracking, but i dont know if this feature will be only available for Quest.i want to know it because i like to develop for new technologies.so Will developers be able to develop handtracking applications with Oculus Rift S?I want to be ready when it comes outThanks for reading have a great day. Extrys
*After posting this question here, I realized Unity board is the correct place to go, so I asked the same question over there, again. Sorry for the duplicate*Hello,I'm facing a problem that I can not really debug, and I feel like I'm missing some crucial step in building for Windows. So any insight would be much appreciated. Basically, when I run any game that I'm building in the Unity editor it works just fine. But when I export the game as an exe and run it from there, within seconds, the frames start cascading down, getting squished vertically and leaving jittery trails at the top.- The version of Unity is 2019.2.9f1, with Oculus Integration Asset from the asset store, v1.43- The headset is Oculus Rift S and- The monitor is running at 2560 x 1440 resolution.I captured a video of what it looks like, but apparently I can't attach links yet. So I made a low quality gif which essentially shows what's going on:Has anyone else encountered a problem like this? As I said it seems like
After the update two days ago my originally working well rift s encountered this problem. it requires me to reload the dash over and over. I did some tweaks and then my left controlled suddenly lost tracking, but the message of letting me reload the dash changed from popping up every 1 second to every 10 seconds. I had reinstalled the driver and unplug the cables but those didn't work. Sorry for my bad English.
Where can I get 3D model of Oculus Touch ? (preferably in 1:1 scale; FBX or OBJ)Thanks beforehand
I receive this error when I try to upload a build to our app's Alpha channel.Does anyone know what may cause this, since it's the only piece of diagnostics that the site gives ?The build has been developed with Unreal Engine 4.12Thanks for the attention
Hi! before asking, im sorry for my bad english (im from Spain) and im also new working with Unity for Oculus. The point is, we have an Oculus Rift S, and we are working in our own project created in Unity, we want to use the cameras from the headset along with our project (change the background from unity to image from oculus's cameras, something similar to the popup menu from oculus store...) but we dont know how to configure them in the unity project or even if we can do it...Thanks in advance for any help or guide you can provide.
Hello VR Experts I need to know if it is possible to cover a Rift S but still gain its head rotation?Can the headset still work if it was covered with let's say a velvet material?I don't need hands and positional tracking for the project!I understood the old Rift DK1's internal accelerometer still calculated rotation with its external sensors disconnected.(a bit cheeky, but would this also be the same situation for a Quest's head rotation?)It's for an artist instalation you see.Thanks in advance
Versions: Unity v2019.2.4f1, Oculus Utilities v1.41.0, OVRPlugin v1.41.0, SDK v1.42.0I am in the process of creating an Oculus Rift game where the player can use buttons to toggle between walking around on the ground and looking around in a bird's eye view of the environment. To accomplish this, I am using the following script to toggle between two different OVRPlayerControllers, one positioned on the ground and one positioned in the air looking down:using System.Collections;using System.Collections.Generic;using UnityEngine;public class CameraSwitcher : MonoBehaviour{ public GameObject firstPersonCameraPrefab; public GameObject overheadCameraPrefab; void Update() { bool isDownOne = false; bool isDownThree = false; isDownOne = OVRInput.GetDown(OVRInput.Button.One); isDownThree = OVRInput.GetDown(OVRInput.Button.Three); &nb
I am so happy to hear Oculus has decided to officially start providing tools for developers in large scale enterprise and business solutions.I have asked this question for years now (as have many others judging by a forum search). Certain custom large scale applications use alternate tracking hardware. For instance, certain government agencies I develop for require some very customized tracking ability as our platform needs to be flexible in many environments. The Oculus software insists on 'looking for a sensor' and locking out developers unless one is plugged in. There needs to be a developer option to turn this off.You want to venture in to business facing. Well custom out of the box support and functionality is what people require.I very much look forward to seeing this 15minute fix implemented very soon.
I am developing a game using Unity 3D and am trying to get my Oculus Rift Player controller to mount a moving platform, but the platform moves without him when mounted, leaving my OVR player behind. It works perfectly with the Unity Player controller. Does anybody have a suggestion of what I need to do to make it work with the Oculus controller?
I've come across an issue today trying to use the built in Unity Input for the Secondary Thumbstick Horizontal axis. Whenever I start up the game from within Unity to test the Thumbstick axis sets itself to 1 and doesnt change. Oddly enough if I open Project Settings -> Input menu and leave it open the issue doesn't seem to occur, but obviously quite annoying. Anyone else come across this?The code Im using in void Update() is RThumbHorizontal = Input.GetAxis("Oculus_CrossPlatform_SecondaryThumbstickHorizontal");The input settings are still at the default of Gravity -, Dead of 0.19, and Sensitivty of 1. Im currently on Unity 2019.2.8. Not sure the SDK version or how to check but I only downloaded it from the Asset store last weekend.
Hi Everyone,I'm looking for CAD files of the oculus Rift S battery cover to create an accessory for the oculus rift S. Oculus support told me to ask here or to the admin, but I have no idea how to contact them.Do you know where i could find these data, or how I can contact the admin?Thank you!
I have a GTX 1660 graphic card with 3 displayports in a PC. One Oculus Rift S has been connected to first displayport and work fine, but I failed to add second Oculus Rift S connected to second displayport. Oculus application showed second Rift S not connected. Then I tried to add one more GTX 1660 to second Rift S that is still not connected. Is it possible to connect two Oculus Rift S in one PC?
So I've recently submitted my app for review to be released on the store and one of the few requirements that I've failed is that the game doesn't stop rendering in-game hands or stop accepting input when opening the Dash menu. I've written some code to pause the game when OVRManager fires off the VrFocusLost/HMDUnmounted events, and it seems to be working just fine when taking the HMD off. Unfortunately, when opening Dash, VrFocusLost is not being fired (I've also tried with InputFocusLost), which it's my understanding that it should be. Am I incorrect in my understanding that opening Dash is meant to tell OVRManager that the game has lost VR/Input focus? If so is there some other way I can detect if the Dash is opened? Any help is greatly appreciated! Thanks!Edit:It's not as ideal as using an event, but I've managed to detect if the game has focus by running a check in update to see if OVRManager.hasInputFocus. I'm not sure why the event isn't firing when opening Dash as it's suppose
We have a Rift S standing setup in a museum that requires regular attention from employees with regular error messages like 'play area not found' of 'controllers not found' . Asking Oculus support they refer to the fact that the Rift S requires calibration after environmental changes like light and disable guardian. We do not use guardian.Ideal we would like to have the Rift S auto calibrate during boot (daily start of the systems). The controllers would be not connected. The Rift S is suspended from a pully system.For most of the museums the internal camera tracking is not used (only the gyroscoop). In that case Visitors always see the experience from the camera point of view no matter the height of the visitor (childeren or adults). So the second best option for a solution is to disable internal tracking if this would be possible.We are looking for a existing program or a developer who can develop such a script/program. Payment for a solution would be a option (after working demo)
Hello,I urgently need to access to touch controllers battery level from Unity, i know it's available somewhere because we can see the battery level in the Oculus Software, but I tried several ways and no method works:1) In Unity, use Oculus Utilities asset's OVRInput.GetControllerBatteryPercentRemaining() method:It returns 0 and the method's summary says "Retuns the battery percentage remaining for the specified controller. Values range from 0 to 100. Only applicable to controllers that report battery level, such as the GearVR Controller. Returns 0 for controllers that do not report battery level" so i concluded that Touch Controllers don't report battery level to OVRInput.This person has the same problem : https://forums.oculusvr.com/developer/discussion/69979/oculus-go-get-controller-battery-level and Oculus given no answer.2) In Unity, use the OpenVR.System.GetFloatTrackedDeviceProperty() method as it's adviced here: https://answers.unity.com/questions/1478339/g
Hello,I'm trying to retrieve the controller battery level of my Rift S stations to be displayed in an aggregated dashboard for easy monitoring. I tried using the C++ library and create a wrapper around it to use in my project, but I can't find any references to a battery level method.Is there another way to achieve that? Or any pointers (huhu) on how to achieve this with the native C++ SDK?Thanks in advance!
Hi,Hitting a big wall with OBS, need help to finish set up:Hardware Elgato HD60S + Hero6 Gopro;RTX2070 Nvidia + i7-9700KWindows 10;Steps taken:1. Created a developer account with an organisation name as "y" and App name as "z";2.Downloaded the Mixed reality resources 2.0 from https://developer.oculus.com/downloads/package/mixed-reality-capture-tools/3.Set up ADB and device was found;4.Ran MrcCameraCalibration.apk and able to find the app from the unknown in the Quest deviceo as per link https://developer.oculus.com/documentation/quest/latest/concepts/mr-camera/5. From the same link as step 4, "Calibrate the Camera", I created an empty mrc.xml file to my desktop, saved the file by clicking "open" as there was no "save" button (even though as admin I had all access - I verified the file after and the camera input were in the file, so the file was not empty after clicking open - then put the file in a location in my C drive; ---> I tried to save two files at th
Being both a VR and 3d printing enthusiast, I do a bit of custom accessory hacking, and was wondering if there are plans to release new CAD files for the updated Rift-S/Quest touch controls, and if so, when might we expect them? Fun times, primed and ready for a paint job!
I've tried a zillion ways to get the Stereo180Video SampleFramework going on a Rift S. The problem is that the sample video in SBS format always shows the two sides of the video, rather than a single stereo image. I've tried it with other 180 video sbs clips, and the same thing keeps happening. Anybody know how to get sbs video to play correctly in the sample? Thanks.
I'm having a scene with multiple gameobjects that i can grab. I am using the OVR Grabber and Grabbable scripts, but I want to set it up so that when the player releases the object in a certain distance, it snaps back to it's original position and rotation. Without using vrtk
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