PCVR/Link Development
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I'm new to Oculus development, and I'm trying to incorporate the hand models from the Avatar SDK into the OculusRoomTiny demo. I am using version 1.24.0 of the Oculus SDK and 1.26.0 of the Avatar SDK, in native C++. In the process of doing this, I ran into a conflict. OculusTinyRoom relies heavily on CAPI_GLE.h (included in its header file Win32_GLAppUtil.h) and other associated LibOVR files, whereas the Mirror sample from the Avatar SDK relies on GLEW to expose a lot of OpenGL functionality. However, the two conflict with each other over the inclusion of gl.h; if I try to #include Win32_GLAppUtil.h before glew.h, GLEW complains that gl.h must be included after it. If I try to #include glew.h before Win32_GLAppUtil.h, then CAPI_GLE_GL complains that gl.h must be included after it. Is there some way to work around this incompatibility issue, or a way to conveniently use one or the other instead of both?
Hi, i try to use the latest oculus pc sdk in my visual studio project and when i use the ovr_CreateTextureSwapChainGL command it throws an Access violation exception. I follow the tutorial from the oculus site and can't figure out the problem.Thank you for your time, Ioannis Pavlioudakis
Hello everybody,I have to know when the oculus touches are having haptic feedbacks and in which amplitude, but I don't find how. I looked for any kind of function or event in the PC documentation and don't find anything usefull. Someone have any idea about how to get these information in real time ? I would be grateful !
Hi,I've spend couple days trying to find a way to disable all tracking from the HMD(so extend display mode?), but could not get a working method so far. By all tracking i mean both position and rotation, where position is simple, current SDK provide that toggle directly.I'm using Unity 5.4.0f1 as of today, and testing on both DK2 and CV1.So far I've tried every method I could find via google and forums, nothing seem to work including tricks like "zero out" rotations each frame.Using Unity's build-in camera system does not seem to allow any control of camera at all, and the OVR camera rig does not provide such function directly. I also tried the timewarp methods and it's not/no longer working.For now I'm going to take a deeper look at the camera rig and see if i could come up with something.Researched on this for days and saw all methods were for 0.6 and earlier, or everyone turned to argue about the "uncomfortable experience" by disabling the tracking, which is out of the scope in my s
Hello, in developing process making a DLL by C++ for getting Orientation data in real time into LabVIEW,I got a problem like the above title. But I can't find any 'Include.cpp' file to compile in Oculus SDK.It'll be really thankful if you let me know how can I solve this problem. ps) I'm sorry the capture image is written in Korean but pretty sure that you can figure out what the error is.
I've built our game for Rift, and I have code to check if the user is entitled to the app. When I play a build locally, I can see that the check passes, which I assume means the player is entitled to run the game.However, when I run the VRC validator, or submit the app through the Oculus dashboard, I'm told we're failing the entitlement check.The code is as follows:IEnumerator DoOculusSetup() { #if OCULUS try { Core.AsyncInitialize("XXXXXXXXXXXX"); Entitlements.IsUserEntitledToApplication().OnComplete(CallbackOculusGetEntitlement); } catch(UnityException e) { Debug.LogError("Oculus platform failed to initialize due to exception:"); Debug.LogException(e); // Immediately quit the application. &
How do I stop this warning. I am using my own tracking system. There should be a toggle to turn this off.
I recognize that head-static content is very bad, because of a million reasons, but those are all the reasons why i need to make a little app that overlays a border around the edge of the visible space. Is this something that can be achieved in OculusVR (or SteamVR), so it's always overlayed atop any VR content? Can you point me towards resources that can help?
Hi all,I've started for some weeks to use the PC SDK to build a custom application. I navigated through the documentation to find an answer to my question but I couldn't find what I needed so far.Basically, I see that the function ovr_GetTrackingState returns a class Posef containing all the information about the current state of the display, in particular the linear and angular velocity.I easily imagine that the position and the orientation returned by the function are referred to the reference frame attached to the positional tracking system, but what about the velocities? Are they expressed in the tracker or in the HMD frame?Thanks in advance and, again, forgive me if the question is trivial and already discussed.
Hello,I am experiencing blocking problems with the test process.I cannot seem to be able to create test users at all. I also tried adding my own account.I always receive the following message: "Sorry, we couldn't locate the user that you were looking for."Conversely, the page accepts IDs that are not emails (such as "aaa"). I can see those fake users in the list, but obviously I have no way of using them.Please help.
GTX-1089,16 Gigs of Ram I7-6700K 4.00 GhzInstalling Oculus Software and when i get to the part that say continue with head set.Headset has the little light on but will not continue from the part of the set up that tells you toput on the Oculus on. I have swapped USB ports also i have the Oculus connected with a Display adaptorbecause it simply does not want to register via HDMI.Please Anyone.
Hi, I'm working on an application using the native oculus sdk. We allow users to toggle VR on and off at any point. When turning off VR, I call ovr_DestroyTextureSwapChain, ovr_Destroy, and ovr_Shutdown. I'm seeing an issue where this leads to the last frame rendered being head-locked to the display. Ideally, we would like the user to be presented with the oculus home screen or even a black screen. It is only when the application terminates does the user go back to the home screen.Is there a way to unload the sdk and bring the user to the home screen without terminating the application?
Hi,this may sound pretty silly but it's quite a nightmare for me now.I have an app I am working that should go on Steam ( that's part of the problem in the sense that OR 'recognizes' it as such ) and before it gets launched ( from Windows desktop ) may open a couple of Dialog Boxes showing some info/offering some options ( one of which is "start in VR" ).However, because they are Windows Modal Dialog Boxes they DO NOT APPEAR within OR home and such, I could easily "avoid to launch them" IF i'd know that the program been launched from Oculus Home ( i.e. "Recents" ) but HOW CAN I KNOW THAT ?All this happens well before I even decide "I am running in VR" and call ovr_initalize() and all the rest, I would be sufficient for me to know that the app is been actually luanned via Oculus Home but how to know that ?I am taking CPP code wrote in Windows (10).Thanks in advance.Ivan Z.
I'm a native C# coder so my C++ is a little rusty. How can you check if a button was pressed in this frame and not just held down? Is there an event or something I can hook into instead of using a while statement? while (true){ ovrInputState inputState; if (OVR_SUCCESS(ovr_GetInputState(session, ovrControllerType_Touch, &inputState))) { if (inputState.Buttons & ovrButton_Enter) { std::cout << "Pressed" << std::endl; } }}
We use Unity 3D todevelop, and we have found oculus touch will be identified as Xbox controller,which causes it to fail to respond to its own events. For example, when we onlyconnect touch without XBOX controller, touch trigger has no response. Is therea solution to this problem?When touch and Xboxcontroller are connected to the computer at the same time, all of the touchbuttons work properly.Unity v5.5.0f3,Oculus Utilities v1.13.0, OVRPlugin v1.10.0, SDK v1.16.0.UnityEngine.Debug:Log(Object)OVRManager:Awake()(at Assets/OVR/Scripts/OVRManager.cs:535)Operating system isWindows 10
I'm interested in experimenting with VR rendering using DirectX raytracing where the Rift lens distortion could be directly corrected in the ray generation shader rather than rendering an undistorted image relying on the Oculus runtime to then warp the texture in a postprocess. Looking at the current SDK I don't see any way to have a layer that has no distortion correction applied by the runtime or any way to get the lens distortion model. I remember in the distant past both of these kind of existed (there were undistorted layers and a way to get a distortion mesh) but I can't find them in the current SDK docs (and I may be mis-remembering what was provided before).Are there any plans to provide SDK access to allow for this kind of pre-distorted ray traced rendering now that real time raytracing API and hardware support is on the horizon?
Maybe someone is kind enough to point me into the right direction.I have a HUD layer (ovrLayerQuad) which is represented by a ovrTextureSwapChain. Now I need to apply a pixel shader but I don't know if there is a predestined way of doing this, provided by Oculus, or if I have to handle it like a regular ID3D11Texture2D which would be a lot to code (e.g. having a pass-through vertex shader and another dozen of DX11 objects to setup and deal with...). My best guess would be something like this:int currentIndex = 0;ovr_GetTextureSwapChainCurrentIndex(m_session, m_HudRenderTexture, &currentIndex);ID3D11Texture2D* tex = nullptr;ovr_GetTextureSwapChainBufferDX(m_session, m_HudRenderTexture, currentIndex, IID_PPV_ARGS(&tex)); //SOMEHOW APPLY PIXEL SHADER TO texovr_CommitTextureSwapChain(m_session, m_HudRenderTexture);...// Initialize the HUD layer, fixed to the player's headovrLayerQuad hudLayer;hudLayer.Header.Type = ovrLayerType_Quad;hudLayer.Header.Flags = ovrLayerFlag
Hi guys, I have set up an actor which on begin says a sentence just to test how this will work, I have added SAPI using VS but when I preview the app in VR, I hear the sentence come out of the laptop and not through the headphones in VR, other games etc are as expected sound only from the headset and not from the PC, any suggestions on this please, I am guessing that there must be some code to send the output to the device and not the laptop but cannot find any decent documentation anywhere about SAPI and Rift. Thanks in advance for any help, this is for an open source project.// Fill out your copyright notice in the Description page of Project Settings.#include "TOA.h"#include "sapi.h"#include <sphelper.h>ATOA::ATOA(){PrimaryActorTick.bCanEverTick = true;TOAMesh = CreateDefaultSubobject<UStaticMeshComponent>("TOAMesh");PitchValue = 0.f;YawValue = 0.f;RollValue = 0.f;}void ATOA::BeginPlay(){Super::BeginPlay(); ISpVoice * pVoice = NULL;HRESULT hr = CoCreateInstance
Anyone encountered this issue? The Go is recognized by the PC when developer mode is switched off, however as soon as developer mode is toggled on in the app the Go disappears. Is this a known problem and is there a fix? If tried factory resetting and that has not worked.
Windows 10, Visual Studio 2010 C++OculusSDK 1.8.0, firmware version 7.9GeForce GTX 1070/PCIe/SSE2, OpenGL Version: 4.6.0 NVIDIA 398.11, GLSL Version: 4.60 NVIDIA It seems that something has changed just in the past few days (as of 2018-08-23) that's causing our application to crash on exit.We wrap the OculusSDK 1.8.0 in our own DLL that we load at run-time via LoadLibrary, depending on application configuration options. (The application supports various VR tracking and display environments; the Oculus Rift is one option.)As of today, the application crashes on exit, only if the OculusSDK has been opened, and only in the release build; the debug build does not crash. This happens whether or not we explicitly call FreeLibrary for our DLL at program exit.The OculusSDK logs these status messages in our console window:[ At startup, we open with ovr_Initialize (nullptr) ]23/08 19:07:20.832 {INFO} [Kernel:Default] [CAPI] LibOVR module is located at C:\Program Fil
I understand that the developers for RIFT are also the developers for GO and that there is a Google Earth VR program for RIFT but not one for GO. Why not? I'm a brand new Go user and and extensive world travel is in my previous life. Go is my vehicle and Google Earth for GO is my wish. I would love to visit Macchu Picchu and altho there is a VR program for RIFT there is none for GO. It would be a big hit I'm sure and a huge profit maker.Is there anything in the hopper for either of these programs for GO?I
Im trying to render a group of objects, but i want them to only appear in the left eye and leave the background and static objects in both eyes on unity.Is it possible to do?@imperativity
I would like to display a 360 equirectangular video live, from an omnidirectional camera placed on a rov. Is there a way i can develop an app with this purpose using Oculus SDK? Thank you
I put LocalAvatar in OVRPlayerController in unity. Sometimes it work well but sometimes my hands cannot grab objects by pressing triggers and I cannot use thumbsticks.I use Unity 5.6.6 and Oculus Utilities v1.27.0, OVRPlugin v1.14.1, SDK v1.29.0.
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