PCVR/Link Development
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When I used VRC toolto test the TestLaunchIntoVR for the app, I got the error "The application took too long to submit the first frame". The reference link page said that If your app takes longer than 4 seconds to launch, you must provide a head-tracked loading indicator. Head-tracked means the UI elements must remain stationary in space when the user turns their head. Do not lock any logos or progress indicators to the user’s face.For my app, there is no UI element or other game object locking to the user's face at the first 15 secs, but the app can't pass the test. Can someone give an example for this to help me to understand it better? Thanks!
Hi all!I just started a channel on youtube, which will contain dev logs on my upcoming game Eerie Escape for Oculus Rift/Go and hopefully Quest.Eerie Escape is just a working title, I am thinking of changing it to Elite Escape. Any suggestions are welcome :)If you're interested in following my progress with the game and learn a thing or two about VR development, you can follow the link below to the channel:https://www.youtube.com/watch?v=DTKbzX_wbDo&t=112sHave a great day! :)
I am trying to convert a program for the Oculus Rift to Oculus Quest. I wrote this a couple of years ago in Unity 5.5.0f3. I am now using Unity 2019.1.8f1. After some tinkering, I am down to 3 errors. The first of these errors is: Assets\OVR\Editor\OVRLayerAttributeEditor.cs(25,30): error CS0246: The type or namespace name 'OVRLayerAttribute' could not be found (are you missing a using directive or an assembly reference?). Thanks in advance for any advice. I have been away from Unity and programming for a while, so if you could include menu paths and other details, that would be really appreciated! ;)
Hello, I am using the oculus sampleframework and trying to make the distancegrab work properly. I added the "startscene" and the "distancegrab" to my project. The first time I loaded the project "distancegrab". I noticed that when pressing up on the thumbstick looking forward character would move forward nut when looking backwards and pressing the thumbstick up my character would move backwards. very strange. After playing around, I finally was able to get my character to move in the right direction no matter where I looked. To do that I simply checked the "HMD rotates y" in OVRPlayerController and voila, everything was good. But now when I move my hands they dont rotate around my body anymore. There seems to be an offset and I can't figure out how to fix that. Any help would be greatly appreciated
Hi! everyone, I'm trying to correct the Oculus Rift S SLAM Drifting in warehouse scaling. I assume that this drift is due to the XYZ 0.0.0 Reference set at the beginning of the experience and to the impossibility to create or add some Anchors in the real world. So... I would like to use OpenCV ArUco markers hooked in some space of my warehouse and to make the Virtual world moving slowly to this reference to fit and match with the real world. By the way I should be able to use the real objects occlusions, rather than avoid them... Is there a way to access to the Rift S SDK to use the buffer of the tracking SLAM Camera? I would like to implement all my stuff in a UE4 project does anyone else have some idea to share, or some previous experience with this objective? Thanks.
Sorry weird question but I have a client who is looking for me to create a VR experience that will put a headset inside a fake submarine periscope. So with this the entire headset will be encased inside a dark box.We only need horizontal rotation for the application, but I do need the screen to be mirrored and it's preferred this is a wired solution.Will a Rift/Rift S actually be able to track the periscopes rotation if it has no visual cues from outside the box?We could do this with an Oculus Go, but the wireless screen sharing isn't reliable enough.
I'm a Unity developer and I wanna embedded browser in my app, is there any WebViews sdk or api or unity packages for Oculus Rift?
will there be a set of Assets or meshes of the new controllers?
So, when my Oculus Rift S was asking for permission from Windows to use the camera I accidentally denied the request. Now it says sensors can't track headset. I've followed the directions given on the help/support page with no success. I have also run the Oculus software repair tool and then redone the unplug, enable camera in privacy settings stuff also with no success. Help please.
I posted a question to this forum a couple of hours ago, but solved the problem before anyone answered it. Shifting from developing for the Oculus Go to the Rift S caused a speed bump because I couldn't get a new game to play on the Rift S headset. The answer turned out to be that you can't do it without getting an App ID, even if you're just messing around. So you have to create a new app in your developer account, get an ID, then enter that ID in an Oculus Entitlement Script game object in your scene. Seems like a lot to do if all you want is to see your game through the headset. So my question is this: Why isn't there a support page on this site explaining how to do that, for Unity developers who are just starting out with the Rift S? In fact, as far as I can tell, there's no specific page for the Rift S at all. It would have taken somebody at Oculus about two hours to create that page, which would save the rest of us a ton of time. Is that too much to ask for? Or am I just too old
Hi, I know that for Gear VR, there's a suggested limit of 100 drawcalls, 50-100K vertices guideline.What's the number for Rift like VR, I have a scene of about 500 drawcalls, 500K vertices, which I tested using Unity editor with CV1, all seems good.Still, is there any official guideline numbers available? Thanks, the reason I want to ask is I have a bunch of near 1M triangles models that I want to use, but kind of nervous about put them in the same screen space.
There are some great methods for upscaling images based on techniques like temporal antialiasing and deep learning, and UE4 has a good implementation that we shipped with in Marvel Powers United VR which gave us good image quality at pixel densities as low as 0.6 with huge performance gains. However, the Oculus API seems to be hardcoded to have the same size depth and color buffer, so we cannot work with Dash X-Ray or the upcoming Async Spacewarp 2.0 without adding an upscaling pass for the depth, which would cost perf unnecessarily. What we really need to make these techniques work is a separate texture size and viewport property in the layer description for the depth texture. This will be even more critical as display resolutions increase.
Hi, I'm troubleshooting an avatar issue, and I figured I should try and reinstall oculus software and remove and reset the Rift S. However, there are two faulty "Right touch" controllers still there I can't remove. They have corrupt serial numbers: ��Rl�How can I get rid of them?
It doesn't seem like it's possible to upload builds over 1GB by web anymore, so I tried to use the command line util as requested but as soon as I launch it it closes without explanation. Has anyone else seen this? I've tried it on 3 machines and seen the same behavior on all 3.
Hi there,Using this: https://developer.oculus.com/documentation/pcsdk/latest/concepts/pcsdk-intro/Is there any APK available to know which audio output the user chooses in Windows Setting and in Oculus PC version?Specifically, in Windows Sound Setting, we could choose to use "Speaker" or "Rift Headphones" and in Oculus PC version we could choose to use "Rift Headphones" and "Use Windows Setting". We want to adjust the audio output in our app according to users' choices.Any help would be highly appreciated.
Dear all,My goal is to play a video on the oculus DK2, by selecting the time instant of the video to be displayed with the current position of a Falcon Novint robot.I have tried using TouchDesigner and the CHAI3D-oculus module, but I did not manage to display any video on the Oculus DK2. Applications playing videos from the Oculus store work perfectly fine. Therefore, I was thinking of starting one of these apps (such as "Open VR Video Player" that allows selecting a video within a specific path) to select the specific time, from the robot's position (read in the program running in C++ on visual studio 2015), at which the video should be displayed. Could that be doable?Did anyone try to perform a similar setup? Does someone have any recommendation?Thanks a lot in advance for your help!Simone
Hi! I want to buy an Oculus Rift, but before I wanted to learn about its feateres.What is the easiest way to directly stream video from 180-360 camera (for example samsung gear 360 2017) to Oculus rift? Is it possible without the Internet?Or, camera streams to a computer, and computer is connected to oculus rift. What software will I need?Camera and Oculus rift are going to be very near to each other, in the same LAN. What is the minimal lag time possible in that scenario?Thanks in advance!
I have been trying to find out how to get the Oculus to display and render the boundaries for the player at all times. I know the code gets those values from the Oculus system but it won't display those vales.
I have tried 4 days to connect my Rift S to my laptop that has no DisplayPort/mini displayport connection. It states it might need a HDMI to DisplayPort connection. I have ordered that part to connect the rift to my computer and it comes up with a signal at first then disconnects. I would like to know what else can I do to connect my computer. all my systems are up to date. HELP ASAP!!!
please help! I have dumped a lot of money into this thing and I cant even play the games that I bought. games crash no matter which one after about 15 minutes of playing. started about a week ago.
Oculus VR, please do something about this if you are not capable of fixing bugs at least this should be in your reach!
Hello,I have a problem in unity project, Is there any method to fixed HDM view in a specific direction? In my project ,I don't use sensor ,I just use the sensor for setup .I set the view used (Oculus app -> Devices -> Sensor Setup),but when I restart my computer ,the view has changed(without sensor).Is there anything wrong here or something else?
Is there a way to test my game for the new Rift S with the old Rift hardware, without buying the new equipment? I expect potential problems with the new controllers. My game is using libovravatar's ovrAvatarComponent_Get() to get the controller models (within Unity's Oculus Integration package, but that may not be relevant). I guess I'm looking for:* either a way configure stuff (e.g. a hidden option in Oculus Home) so that libovravatar would return the new controller models instead of the old ones, even though that wouldn't match my actual hardware;* or some other functions from libovravatar that can be temporarily called to obtain a different controller model.Hints?
I have a Windows 10 gaming laptop (OMEN by HP Laptop 2017) and am considering purchasing the Oculus Rift S. However, I am not so sure is my laptop's specs fit the requirements to run Rift S.Here are my specs:Graphics Card: NVIDA GeForce GTX 1050 TiCPU: Intel HD Graphics 630Processor: Intel Core i7-7700HQ (2.80GHz, 8 CPUs)RAM: 12GB
Using the OVRAvatar to get controllers in the scene, and it's showing the old Touch controllers with the Rift S instead of the new model. It's not a huge deal, but my app is being demoed at a trade show on the 8th and it'd be great to have the virtual controllers match what users are holding in their hands.Anyone know a workaround to get this working, even if it means modifying the Oculus-provided scripts?I considered just throwing the models in there myself and not using the Avatar system at all, but then I lose the hands and animations, which is pretty important to me.
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