PCVR/Link Development
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I work with a team that uses the Unity SDK to create serious games for VR. I really like how the Guardian System is set up but I have one suggestion on how to improve it as far as accessibility. At the moment I've only noticed a visual cue for when players are about to leave the play area, but in some of our games we have had users accidentally back or side-step because they don't see it until it's too late. Perhaps we could have a standardized system for generating an inobtrusive audible cue and/or handheld vibration for when a headset or controller is approaching the boundaries? While I intend to include this sort of feature in my products, it seems like something most games would benefit from, and that the user might want to be able to customize for use in all software.My apologies if I've overlooked it and this sort of feature is already implemented.
Hi, i need to just turn off only the rigth lens so i want to know if there is a way to keep it off during the time the aplication is being running only. im using rigth now unity to develop the app with the OVRPlayerControler as a camera.
The documentation is out-of-date with respect to the API. This code sample...ovrInputCapabilityHeader capsHeader;if ( vrapi_EnumerateInputDevices( ovrContext, 0, &capsHeader ) >= 0 ){ if ( capsHeader.Type == ovrControllerType_TrackedRemote ) { ovrInputTrackedRemoteCapabilities remoteCaps; if ( vrapi_GetInputDeviceCapabilities( ovr, &remoteCaps.Header ) >= 0 ) { // remote is connected } }}...is missing the setting of the header specified in VrApi_Input.h before calling vrapi_GetInputDeviceCapabilities:remoteCaps.Header = capsHeader;
Hi,I am trying to build an application which uses the orientation data from the left and right touch controllers. The problem is that the values change even though I keep the controller still at the same position. For example, when I start my application and print out the coordinates with printf(" X %f \n", leftHandOrientation.Orientation.x ); printf(" Y %f \n", leftHandOrientation.Orientation.y );I get the following values X -0.655980 Y 0.075645After 5 seconds, with the controller laying on the table at the exact same position I get X -0.630000 Y 0.069918I get the coordinates by doing the following. while(true){ovrTrackingState ts = ovr_GetTrackingState(session, 0, true);ovrPosef leftHandOrientation = ts.HandPoses[ovrHand_Left].ThePose;printf(" X %f \n", leftHandOrientation.Orientation.x );printf(" Y %f \n", leftHandOrientation.Orientation.y );}
Hi,I am unsuccessfully trying to use ovr_GetInputState to get the buttons state of the Oculus Touch.I follow the information from here https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-buttons/ But all I get is the indications of touching the buttons in inputState.Touches and the time in inputState.TimeInSeconds. inputState.Buttons is always zero when pressing the buttons.Can anyone help?Thanks,Doron
Hello everyone, Sometimes oculus helmets have to wait on the head for a long time before they can see the picture. VR is developed by HTC vive development kit.what is the way to remove the helmet recognition light function so that the helmet always shows images? Does the helmet always show the image will not affect the helmet? For example, if there is a long period of fever, will it be possible to burn it?
I am converting an existing DirectX12 application to use the Oculus Rift. I've taken the "OculusRoomTiny (DX12)" example as a starting point. I've been able to get this 99% right, but one there is just one issue I can't get working. When looking at the scene through the headset, the images do not converge. In other words, I see two different images, instead of one 3D image. If I close one eye, everything looks correct, and all the tracking works as expected. I've even tried sending the same image to both eyes, but the effect is the same. I'm pretty certain that this has to do with how the sdk renders the two eye images into the final single texture for the headset. No matter what I do, the images seem to diverge with distance rather than to converge. In other words, instead of a single vanishing point, with parallel lines converging toward the center, the lines get farther apart with distance. I thought this might have to do w
Just updated Oculus Home. Now Touch input isn't recognized in Unity (2017.4.2f2) unless I cover the HMD sensor (put it on).This is a HUGE hindrance to my work flow.Solutions?
I'm sure this is a very simple thing, but I haven't been able to find the solution. I'm working with the demos (RoomTiny) trying to figure out how to obtain the current position of the player/camera in the World. The reason I need it it's because I want to be able to modify that position relative to a Model's position in the Scene. The example code isn't very clear on how to achieve this. Also, I need to modify the Yaw and the Roll relative to this model's coordinates but I think I've figured that one out.
Hello! I'm trying to adapt the RoomTiny example to use it for visualization of 3D Models in the Rift. I'm using the DX11 sample, on the latest OVR SDK. I've managed to load several triangle-based files (STL, VTP). The problem is that they don't have any lighting based shading, they look doll. So I googled around and found a decently explicative DirectX11 set of examples, but as I'm un(experienced, I can't figure out how to adapt this(https://www.braynzarsoft.net/viewtutorial/q16390-simple-lighting) tutorial for the RoomTiny example. Does anyone have a working example of Diffuse Lighting or an adaptation of RoomTiny that includes it(even better)/tutorial on how to implement lighting to the C++ API? I'd greatly appreciate it.Edit: This example is also very detailed: http://www.rastertek.com/dx11tut06.html
Developing on: Windows 10, 64-bit PC in Visual Studio Community 2015 with Cuda 9.1 and Oculus SDK v1.26.0I have a body of code I wrote a few years back that successfully compiled and ran using the older Oculus SDK (I think v0.0.8) and the DK2 Rift. I've recently upgraded to the Oculus SDK v.1.26.0 to work with the newest Oculus Rift HMD. In the code, I have my own Cuda code that makes use of Oculus's OpenGL extensions support header (CAPI_GLE.h). This header is built into, for example, the Oculus_RoomTiny example. The problem I am encountering is that when I include this header in my Cuda code (that gets compiled by the nvcc compiler), I get the error:C:\Oculus\OculusSDK_v1.26.0\Install\LibOVRKernel\Src\Kernel/OVR_Win32_IncludeWindows.h(136): error : expected a ")"I've created a sample program that demonstrates the failure. It can be recreated as follows:1. Take the OpenGL version of the OculusRoomTiny project in the 'Samples' that come with the Ocul
I'm using Unity 5.5 and OvrAvatar (V1.10.1) is taking up 53kb per frame (at 90fps = 4.7MB per second). After a minute, GC collection comes and my frame rate drops from 90 to 45 and never recovers. Anybody else experiencing this? Anyone have a solution?
Hi,I have a probleme with my VRAPP and i hope you can help me.I have a simple aplpication to watch a video on VR but i have a problem.When i play on unity all work on my occulus but when i build, i have the song but not video.Can you help me please?
We are working on an application that has a core area for player interaction, then launches executables for players to experience together. This works fine if "Unknown Sources" are allowed in the user's General Settings, but runs into an Unknown Sources error/warning if they are not. We have tried to go the deep link integration route (via https://developer.oculus.com/documentation/platform/latest/concepts/dg-deeplinking/ ), but it simply didn't work. Is there anyway to launch our executables in a way that doesn't trigger the Unknown Sources error?
Hi, if a user has SLI and a developer hasn't specifically implemented SLI support, will the Oculus software disable the user's SLI?I've read that at least 2 games supported SLI (Serious Sam and Funhouse?) - so it can be supported but i've also read a post on the community forum saying SLI is automatically disabled if you have it? This tells me the Oculus software must "disable" it.A couple of years ago everything we were told was SLI will make things run terribly - therefore, has Oculus introduced something to disable it?Thanks very much.
Windows 10 Fall Update, Visual Studio 2015 Debug, x64 app and OS, SDK 1.25.0,DK2Been updating an Oculus app to the latest SDK and getting the error C2039 'HmdToEyeOffset': is not a member of 'ovrViewScaleDesc_' Has HmdToEyeOffset been replaced and by what, please?Thank you! ;-)))
Hi. Can't compile and link Oculus Tiny Room in Visual Studio 2015 in Debug mode because the latest 1.25.0 SDK does not seem to come with the Debug library x64 but only with the Release library x64 which leads to runtimemismatches when used in Debug mode, see errors here below.How can I get the x64 Multi-threaded Debug (/MTd) library, please? ;-)))Severity Code Description Project File Line Suppression StateError LNK2038 mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in CAPI_GLE.obj OculusRoomTiny (GL) C:\dev\ovr_sdk_win_1.25.0_public\OculusSDK\Samples\OculusRoomTiny\OculusRoomTiny (GL)\Projects\Windows\VS2015\LibOVR.lib(OVR_CAPI_Util.obj) 1 Error LNK2038 mismatch detected for 'RuntimeLibrary': value
Hello I am Brenden and I am an incoming junior at Upland High School and I am currently working on my Science Fair project for the 2013-2014 school year. I started a project that I gotten stuck on because of its complexity and my lack of programming experience (go hardware :D ). If you would mind helping me out in any way you can that would be fantastic! Here is the link to more information http://brendengeary.squarespace.com/augmented-reality/ Sincerely, Brenden Geary
I'm rendering controllers using the Avatar SDK in C++ and running into an issue where the 1st person visibility flag bit (ovrAvatarVisibilityFlag_FirstPerson ) is unset as soon as I stop moving the controlller. This happens when the controller is resting on a desk or if I hold the controller still. Moving the controller causes it to get set again. The controller position/orientation is still tracking the whole time (it's connected)This is causing the controllers to disapper when they are not visible as I'm checking this flag while rendering:https://gist.github.com/jacres/ab9e5d5a17355ab092cd8272308503f7Is this normal behavior? Has anyone seen this or have any ideas on how to work around it?
I'm doing some motion tracking stuff, the software currently written in Unity. I would like to track the Touch controllers (one labelled as hand, one labelled as VR object) even when the headset isn't being worn. Unfortunately .. I haven't had any luck with that. When the headset is off, the controllers are tracked for another 30 seconds or so maybe, and then they stop. I'm not sure if its a matter of the headset saying that the controllers aren't needed, so they go to sleep or something... but then, pressing any buttons on the controllers doesn't make them start tracking again. I need to briefly pull the headset on, and then they're tracked again, briefly. Is there a way to do motion-capture-type stuff without the need for an extraneous headset, at all?
I have been thinking about prototyping a new peripheral for the Oculus Rift and was wondering if the controller tracking system was available for me to look at.
Hi,I am currently using the the spatial worksation (facebook 360) encoder to encode the spatial audio to ouput facebook videos and Oculus videos. I made several tests and the encoded Facebook video plays very smooth on a samsung S7 Gear VR, but all my Oculus videos (for the Rift touch HMD) are converted into MKV video files and play very jerky. This was not the case a few months ago. Does anybody know how to solve this problem. The video file is about 1 Gb in size for a 6 minutes animation.
Hi. My name is Orly Rodriguez. I am the founder and creator of The Archivist:VR.The Archivist:VR is a Virtual Reality Experience inspired by and based on the world of Twin Peaks and all its numerous iterations - TV, Film and Literature. It is a fan made project developed using Oculus in Unity that is totally free of charge. As huge fans of Twin Peaks we have set out to create a unique virtual reality experience that takes the player beyond the curtain, into the unpredictable dreamscape of Twin Peaks. Our goal is to give the fans and the gaming community an opportunity to explore the meticulously recreated world of Twin Peaks in virtual reality allowing them to experience an unprecedented level of immersion as they re-live some of the most beloved scenes and characters in the Twin Peaks Universe. The Archivist also has an original story line set against the supernatural mythos of Twin Peaks. Right now we have a Beta available for Oculus RIft users on the PC and a Non-VR
Greetings Fellows of Oculus Dev and congratulations on a well - done SDK released . the C++ samples compile and execute falwlessly, which is great.Now for my question : I took the simple room example , and wanted to place a billboard , 5 units away from the camera , so that any camera position change will have the center of the billboard follow the camera LOS , but will react to an orientation change. is there any way to do that ?The idea is that whenever the user presses the "Space" key , this billboard will immediately appear in front of the USer's LOS , dead center. and the user will be able to change orientation inside the billboard, but not move as the billboard will be always "Stuck" in a particular offset in front of the user and traverse the room with the user.In addition , is there any example of a collision detection of the LOS and my billboard in OpenGL ?Thank you .
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