PCVR/Link Development
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I have made a scene in Unity. Have used Oculus integration plugin to deploy the scene to Oculus. Having following issues:- I am not able to see the scene I have deployed when I put in my Rift headgear. However, I am able to hear the audio asset I have used in creating the scene.- After putting the headgear, I see the notification : no internet connection. Could you please help me with the queries I have mentioned above?
Hi there,Is there any way to get the single eye field of view for oculus rift? I searched online and all posts say that the binocular FOV is 110 degrees but none of them talk about the monocular one.Thanks!
PSA: Developers if you're having any issues go to %appdata% and delete the Oculus folder. Unity integration is being cached (wrong version). You'll spend days debugging the wrong code. This is probably a large part of the reason people think the Oculus Unity integration is so bad we've all been using the wrong version which has caused endless problems. Unity needs to serve up the current version and not just keep caching a bad version of the tools.
Will documentation/getting started guides be ready by the time the Quest ships? Specifically as it relates to Unity?
ovrMirrorOption_LeftEyeOnly or ovrMirrorOption_RightEyeOnly flags for ovr_CreateMirrorTextureWithOptionsDX does not work anymore.
We are quite interested to start playing around with "VR Object" but failed to find any information about integrating VR objects with Unity. Any idea where I could find some information about this?
I am new to Oculus development and have been struggling to get basic input to work in Unity. Are the few older tutorials that exist, still relevant? I have noticed that they reference file no longer in the SDK, but have not been dated to reflect the changes.I am hoping someone here might have some insight into why IPointerDownHandler or IPointerClickHandler would not be working, but IPointerEnterHandler and IPointerExitHandler work fine?Any insight would be great.
I'm working on an unreal engine project with the Rift S. I have setup UE_LOG output to display in the unreal engine output log panel if I click buttons on the touch controllers. Everything works if I am wearing the Rift S.But if I take off the device and put it on my desk. The display in the device automatically turns off even though I can see the device is still tracking properly in the VR Preview of the editor. The touch controllers track properly in this state but the buttons stop responding. I would like to be able to leave the device on my desk and have the touch controllers report button clicks so i can see the various editor windows during development.How can I achieve this?
After Computer boots, I run my program automatically.(I made with Unity)In this case Oculus Home is run on top of my program. HMD focus on the Oculus Home.How can I run my program at the top without pressing the Home button?
I'm getting washed out colors on my Rift S. It looks a lot like the HDMI dynamic range output bug that I had to fix with my Vive. I doubt the panel contrast is this bad, but maybe it is. Anyone else seeing anything similar?Rift SExpectedRift S, Windows 10, GTX 1060, Latest Nvidia Drivers (480.36), Oculus Home (Regular and Beta)
I do graphics development for our project and need to verify work across multiple IHVs. I have an NVIDIA card and a AMD card in my workstation that both work correctly when manually moving the rift connections, but that gets tedious / annoying. I've tried connecting one rift to each card, but only one will show that that it has a valid HDMI connection (depending on order attached or slots the hardware is connected to). Our software does the right thing, but it appears the Oculus software doesn't like this setup. It's clearly an outlier case, so it's not that surprising. Given this, I'm looking at getting a KVM to do the switching. Anyone have good luck or issues using a KVM for this type of thing, or particular recommendations / alternatives? (FYI: Windows 10, GTX 980 Ti and R9 290)Thanks,Jeremiah
Hi,I need head tracking with a background application with sole purpose of recording sensors information.Then I launch an oculus application like titan space or eve valkyrie and my app records head position.I begin with ovr_initialize() and make a loop which record sensors information. But then, i can't launch other vr app.Can someone help me ?Thank
I am trying to run the OculusWorldDemo in Visual Studio 2017. I set the mode to release and I run the program. However I says I am missing PCSDK_Logging.lib;I read some where that I need to run the PCSDK_Logging Visual Studio project to create this file. However, I cannot even open this because I receive an error that says that it cannot import the common.props file into the common.props file as it results in circular dependency.I want to manipulate the code in the OculusWorldDemo but I cannot run it from Visual Studio. How do I fix this?
Hi there, I have submitted my game twice now and now it is the second time that this comes back as failed. The documents say I shouldn't worry as Unity handles convergence for me but in my test results I get that they are seeing a judder, which, when I run my game I cannot see. I have tried optimising everything from shaders, materials, texture, ive done batching and baked all my light sources, I have some dynamic objects but in Unity I am getting fps at 128 fps and the game runs smoothly everywhere except between scene changes now cause I read an article that said I should remove all my scene assets before loading a new scene so as to optimise my memory usage which did help. So now I just want to know how could I fix this? This is my first upload ever and I am finding it rather frustrating that the test results don't tell me where and when they are experiencing judder. Also just so that you know all my VRC tests pass on myside so I'm not sure why they are comming back as failed?T
if (OVRInput.GetDown(OVRInput.Button.One) || Input.GetKeyDown(KeyCode.X)) { if (isGrounded == true) { Debug.Log("Jump!"); ovrPlayerController.Jump(); } }X works every time but if I press button One, it only works sometimes and I can't figure out why.
dammit, wrong section. mods, please delete.
Updated today and the Rift S is stuck in a loop saying the Oculus software needs a restart,?
Does anyone know a reference to development like the title? I need your help.If you have development experience, I need your help. :(
I was wondering if there is a way to retrieve the images captured by the Rift S' camera in realtime ( or at all ) ?
Hi all!I recently needed to use Shader Storage Buffers (SSBOs) in a Rift based project I'm working on that utilized compute shaders. I was a bit surprised to see that some of the necessary OpenGL functions needed to get SSBOs working were missing from the OVR SDK (version 1.37 as of this writing). Most notably the glBindBufferBase function was missing. So I took a peek at the SDK files where those things are usually defined and discovered some omissions, which I have corrected as described below. To fix the missing SSBO OpenGL parts I did the following:1.) I made sure the CAPI_GLE.h/cpp and CAPI_GLE_GL.h files in my project were directly referencing the versions in the OVR SDK (not local copies like the sample projects do)2.) In the CAPI_GLE_GL.h file I added a line at 2889: #define glBindBufferBase GLEGetCurrentFunction(glBindBufferBase) 3.) In CAPI_GLE_GL.h on line 3131 I added #define GL_SHADER_STORAGE_BUFFER 0x90D24.) In CAPI_GLE.cpp on line 467 I added GLELo
I am the developer of PontCTRL, a VR control device for flight simulation. The current PointCTRL HMD mount will cover the upward facing camera of the Rift S. Is the skyward facing camera used only to track controllers above the users head, or is it used for headset positional tracking also?ThanksMiles DaddonaPointCTRLSpec Tech DMT
Hello,I noticed a latency when teleporting (release button).I played robot recall same problem, when release the grip button to release an object (weapon, object, robot) there is a very awful latency.It's not only in the game, also in our virtual house, to grip no problem is only to release the object
We are developing a serious simulation solution. We are using third party trackers to be able to track the HMD over a much larger space than the oculus constellation tracking system allows. This third party system is using IR-markers as well, hence we need to disable the built in IR-leds in the Oculus Rift HMD to aviod them interfering with the third party tracking cameras.Previously this could be done by simply disconnecting the Oculus Constellation sensors/cameras. As soon as you did that the IR-leds inside the Rift stopped flashing. But with the recent updates from Oculus, this is no longer allowed. If you try to disconnect/disabled the sensors the Oculus application just gives you a warning saying."Critical Error - We can't find your sensor. Please connect your sensor"Disabling the positional tracking via the Oculus SDK won't stop the IR-leds from flashing either.It would be nice if there where a simple way of disabling the built in IR-leds from the SDK. The best way would be
We have updated our Rift VRC Guidelines (https://developer.oculus.com/distribute/latest/concepts/publish-rift-app-submission/) to account for Oculus Rift S. Key changes include new frame rate requirements and deprecation of Windows 7 support. For all updates please see the the full update to the Rift VRC Guidelines (https://developer.oculus.com/distribute/latest/concepts/publish-rift-app-submission/) on the Oculus Developer Center.
Has anyone successfully added NV_DX_interop2 functionality to a PC Win10 OVR SDK app with NVIDIA GTX 1080 GPU? Just to be clear, my goal is to be able to execute arbitrary GL code and have it write to the DX eye render targets, with the proper wglDXLockObjectsNV() and wglDXUnlockObjectsNV() surrounds.The problem I am having is that when I call gl_handles[0] = wglDXRegisterObjectNV(gl_handleD3D, dxColorbuffer, gl_names[0], GL_RENDERBUFFER, WGL_ACCESS_READ_WRITE_NV);the handle is set to 0, but there is no error detected by GetLastError(); So, I have 2 renderbuffer objects, color and depth, that are derived from the OVR eye render targets/buffers. The dxColorbuffer object appears correct, as does the dxDepthbuffer object. The call succeeds on the dxDepthbuffer object and sets the handle to a non-null value.I think I am doing all the required steps correctly, including:gl_handleD3D = wglDXOpenDeviceNVFunc((void *)((OVR::Render::D3D11::RenderDevice*)pRend
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