PCVR/Link Development
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Hi, we are a little team starting to develop 3D apps for the riftWith Unity we created a simple first person camera app, to upload it to the alpha channel. It runs well in Unity(play button) or when clicking the .exe file. The problem is that after downloading the app in the Ocolus Store it would not work there, we get the ''please wait ...'' mesage for a split second, and then it closes. I already:- Imported Unity oculus SDK - Imported oculus integration package - Added the app ID in the Oculus Platform settings - Virtual reality support is checked in the Player Settings- Quality settings are set for the Rift- When I upload the Binary I tried : -mode VR, -vrmode oculus and nothing- Made and empty object with the entitlement code (code below ) Please if someone knows what are we missing, it would help a lot. //Code OculusPlatformEntitlementCheck using UnityEngine;using Oculus.Platform;public class OculusPlatformEntitlementC
Hello.I'm using Unreal Engine 4.18.3. - Target Platform is GearVR / Android.The App/Game crashes into a permanent black screen after the SplashScreen.The First Map/Level works, but when we try to open the next Map via the Open Level Node,the App gets stuck into black. Is there a way to fix it?
Good afternoon, I want to know if anyone has the Runtime Runtime SDK 0.6.0.1 to use my glasses oculos DK2 This program or driver is required. Please help me because the official website of Oculos no longer exists
Trying to make an app that lets you adjust your playspace on the fly. (Lets you climb around in other games like VRChat.)VR Input emulator has an OnPoseUpdate hook that simply offsets the vecPosition of devices which is exactly what I need to let the player grab and move themselves around.Though it seems as though Oculus's SteamVR driver interferes with it asynchronously, causing an extreme amount of jitter.The exact same code running with a Vive works perfectly, and I believe this is because there isn't multiple OnPoseUpdate hooks interfering with each other.Here's a minimal app that only requires OpenVR and VR Input Emulator as dependencies that causes the problem.#include <iostream>#include <algorithm>#include <string>#include <thread>#include <openvr.h>#include <vrinputemulator.h>static vr::IVRSystem* m_VRSystem;static vrinputemulator::VRInputEmulator inputEmulator;static vr::HmdVector3d_t lastLeftPos;static vr::HmdVector3d_t lastRightPos;static
Soooo I used to work with my development while I am outside using the method referred by @Ybalrid in this link.https://forums.oculusvr.com/developer/discussion/35639/developing-for-rift-without-a-headsetBut it seems everything get different after oculus runtime 1.3 or 1.4 or so. Now I try the same way, toggle the "Debug HMD Type" to "CV1", and it just now work anymore.I see a windows pop out really quickly and just disappear right away. I think that should be the debug hmd windows that supposed to stay there and display the oculus home without shutting down. (like down below, it is taken one year ago) And weird thing is oculus app said that the headset is connected (which is right indication), and graphic card begin to run loudly (which is also right indication, cuz Oculus home panel does take a lot on graphic rendering)I assume it is running correctly, but why the debug hmd windows disappear? and I cannot run the OculusMirror as well.So any idea to make it work again?
I'm trying to write text to the occulus Rift Display. The closest sample I've seen is the occulus tiny room (locomotion) example which is very in depth. I've managed to create two layers.Layer 0 contains my 3D worldLayer 1 contains a bitmap that I've loaded and is head locked.Once the texture has been assigned to my HUD quad, there appears to be no obvious way of drawing on the surface.I would like to write text and draw lines etc.I've seen lots of examples eg SpriteDraw using the DirectX Toolkit but I don't believe they are compatible with the Occulus.
Hello All,Is there any way to register Custom URL Protocol (ex- myapp:// ) for an app being installed from Oculus Store so that app can be launched by clicking on that app's custom url ? Typically a PC installer can add registry entries since its run with elevated permissions.More info on Custom URL Protocol:https://blogs.msdn.microsoft.com/noahc/2006/10/19/register-a-custom-url-protocol-handler/Thanks!
Hello everyone,Me and some friends are developing a new VR game where we are currently making a vr character enabled to use guns that he has on his body.So far it works well, but the primaryindextrigger is a bit sketchy. So my question it, do you folks know any other way to check if the primaryindextrigger is pressed, other than checking to see if it's return float is bigger than something else? We are currently using it by checking i the float it returns is bigger than 0.17, which works okay, but sometimes bugs a bit. Hope you folks knows a solution to this or a workaroundKindlySteffen Nielsen
Hi, Is the TinyRoom OpenGL sample up-to-date for SDK 1.24? I'm updating my LWJGL3 example, and want to make sure it reflects best practice, especially since I noticed a lot of changes with regard to handling the eye pose.Also is that the only OpenGL sample available?And finally, are the samples tracked on github or the like, so that I can see what has changed since 1.3?Thanks for your time.
Hello,i am using the OVRCameraRig in my Avatar, but on rotating the oculus the Left/Center/RightAnchor is rotating around some invisible neck anchor in a very strange way. I've tried to Disable Personalized Rendering For This Eye Position in the Oculus Configuration Utility but this setting has no effect in Unity. I can minimize this rotation behavior by decreasing the horizontal an vertical Eye to Neck Distance to 10,0mm but it is still there.Is there a way to disable the neck model of the oculus? I've tried to overwrite the Eye To Neck Distance to 0.0f in the OVR-Scripts but these class members are all read-only.Thanks for your help!
I'm wondering about best practices for disabling "Oculus Home" functionality in my Unity app.Background:I'm building a Desktop PC Oculus/Touch demo app in Unity that will be deployed exclusively in-store for shoppers to try. We want our shoppers to experience only our app, and so we're trying to lock down the device in a "kiosk" mode. The app will not have to be Oculus certified, since it will not be released in the app store, and builds will be generated locally. Does anyone have advice on how to accomplish this?Potential implementations I've considered. (Not sure about feasilbility):Override the reserved "Home" button on the Touch Controllers.DNS block the Oculus store, to prevent purchases.
Hello, I'm working on a university project and I would like to know how can I save the position data of the oculus. I'm working on an app on Blend4web, and can add a script in it (even though I know very little about coding). The data are needed to analyze the head position over time.
I submitted Oculus VR app to oculus store.The app made by Unity.But I received error message.The error message is following.Notes from Reviewerthe video playback does not pause when the Universal Menu is open.Steps to Reproduce1. Launch the title2. Play through part of the content3. Open and then close the Universal MenuExpected ResultsApp content should still be right where you left offI called video pause function in both of OVRManager.PlatformUIGlobalMenu() and OVRManager.PlatformUIConfirmQuit().But I got error message.Please help me.Thanks.
In my app I want to produce tiny haptic pulses that start with as low latency as possible and have as short a duration as possible. Currently I am achieving this by calling ovr_SubmitControllerVibration() with a buffer containing just a single sample of varying amplitude. This is general works, but in cases were I am submitting a sample every frame (at 90hz) for both controllers (which can happen due to user behavior) neither controller vibrates at all.If I submit 1 sample every 90hz frame for a single controller (either left or right) it buzzes consistently. However, if I submit 1 sample for both controllers each frame, neither vibrates at all.I have reproduced this in the "Buffered Haptics" SDK sample. If you remove the code that is currently submitting a haptics buffer to the left controller and replace it with the the following, you can see this problem:unsigned char buffer[1] = { 255 };ovrHapticsBuffer hapticsBuffer;hapticsBuffer.SubmitMode = ovrHapticsBufferSubmit_Enqueue;ha
Hi,I recently switched all my PC audio stuff to Xaudio2 ( win 10 ) apparently the function XAudio2->CreateMasteringVoice() has one of the parameters listed as LPCWSTR szDeviceId, which should be the "device ID" where the mastering audio voice get created.I tried to pass in the result of ovr_GetAudioDeviceOutGuidStr() that in case of CV1 appears to be {0.0.0.00000000}.{4a98d273-85c2-4bf2-9977-e4f2ff62a11e} ( the headphones )However this results always in an E-FAIL returned by CreateMasteringVoice().I tried to read around and I don't quite get precisely "what is this deviceID expected by that function". Somewhere I found someone saying " As of Windows 8, pass a software device ID (this is not the same as an IMMDevice ID.) " but I am not sure about the difference nor "how I can get it for the CV1" and/or if there' s way to derive it from ovr_GetAudioDeviceOutGuidStr() by appending some extra stuff.Thanks in advance for any info.
We're planning to launch a beta soon and hope to invite a large number of our users to test our application. Unfortunately, as each channel supports only 100 users, we are predicting issues and increased overhead with managing users and builds across multiple channels. Is there a way to increase the channel capacity for beta testing?
Hi guys,I get oculus since 3 days.i used Ubuntu 17.10, i'va download the lastest SDK for linux. When i start ovrd i get the folowing message And when i start RiftConfigUtil i get : [NO HMD detected | No tracker Detected ]Terminal result :------------------------------------------------------------------OVR::DeviceManagerThread - running (ThreadId=0x7f22e7eb1700).OVR::DeviceManager - initialized.CameraFactory starts[TrackingManager] Entering tracking threadOVR::Linux::HIDDevice - Opened '/dev/hidraw3' Manufacturer:'Oculus VR, Inc.' Product:'Rift' Serial#:'WMHD315J400TN3'Repeated 214 IMU samples: 214000 214 0OVR::Linux::HIDDevice - Opened '/dev/hidraw4' Manufacturer:'Oculus VR, Inc.' Product:'Rift' Serial#:'WMHD315J400TN3'OVR::SensorD
I'm making a C# WPF application with Oculus Rift integration using the (now obsolete) OculusWrap Oculus SDK runtime adapter and SharpDX.Recently, my application started to have issues when turning off. While running, everything works well. But after stopping Oculus usage, the last submitted frame keeps being displayed and Oculus Home says my application is "Now Playing". Even though it's already turned off. Sometimes instead of the last frame, a hourglass symbol is displayed in the headset.I have gone through the documentation and as far as I see, all my ovr_...Create are matched with their ovr_...Destroy counterparts. Both ovr_Destroy and ovr_Shutdown are also called after everything is done.The integration I used is old and abandoned, so perhaps there is something it does not do? Can't find it, though. The last updated Oculus SDK runtime they had was 1.3.2.0.Also posted this to StackOverflow
Every time,I open Oculus .I must watch the "Rift and Touch Safety " video .Now I have know hwo to use VR helmet safetly and I don't want to watch this video again. Please tell me how to stop wacth the video. Thanks!
I'm thinking about building my own DIY omni threadmill but would need foot tracking. Ideally precise foot tracking.Gluing two extra touch sensors on top of the front part of two shoes should be relatively simple, but can you actually read four touch controllers at the same time with one rift setup?So can you pair 4 touch controllers and get all the positions of all four from the oculus SDK? Otherwise it's no use buying 2 extra touch controller.Thanks you.
Hi experts,I am new to Oculus and just got one set recently for development. I am trying to import a fixed 3D model (e.g. water tap) and another movable 3D model (e.g. funnel). By fixing the funnel under the water tap and with the command (like turn on the water tap), water will flow out and follow the tunnel of the funnel. I am not sure if Unity of Unreal Engine can do it? If "yes", is it necessary to buy any plug-in for easy settings? Thank you very much.Best,Mike
Hi,something strange is going on, since I applied that patch to make OR work again it seems "something odd happened" I cannot launch the code samples any more.Specifically they all seems to fail in this point : // create color texture swap chain first { ovrTextureSwapChainDesc desc = {}; desc.Type = ovrTexture_2D; desc.ArraySize = 1; desc.Width = sizeW; desc.Height = sizeH; desc.MipLevels = 1; desc.SampleCount = sampleCount; &n
According to the documentation ovr_GetLastErrorInfo should be able to be called when the runtime is not yet initialized. From OVR_CAPI.h:/// Initializes LibOVR////// Initialize LibOVR for application usage. This includes finding and loading the LibOVRRT/// shared library. No LibOVR API functions, other than ovr_GetLastErrorInfo and ovr_Detect, can/// be called unless ovr_Initialize succeeds....According to this, I should be able to call ovr_GetLastErrorInfo to diagnose failures in ovr_Initialize(). However, calling ovr_GetLastErrorInfo instead seems to generate its own error indicating that the runtime is not yet initialized.My example case intentionally tries to initialize the runtime with an invalid (future) runtime version.ovrInitParams initParams = { ovrInit_RequestVersion | ovrInit_MixedRendering, 26, NULL, 0, 0 }; ovrResult result = ovr_Initialize(&initParams);The ovrResult that is returned is -3002 (LibOVRRT version incompatibility).This correctly fails
Hello,My name is Johann and I've been using the OVR SDK with DX11 for 4 months now with an Oculus Rift CV1 and everything worked fine (TrackingState OK, rendering in textures OK). Until I switched to a new computer. Both are on Windows10 (the new one is Professional, the old one is Family).The samples (downloaded on the 02/02/2018) compile just fine. However when I launch OculusRoomTiny (DX11) in Debug Win32, Visual Studio (14 2015) breaks on the function ovr_CreateTextureSwapChainDX(). The error is : Exception thrown at 0x74E65F5D in OculusRoomTiny (DX11).exe: 0xC0000005: Access violation reading location 0x00000000.However when I click on "continue", the program runs just fine on the Oculus.Here is the call stack when the violation occurs : > ntdll.dll!_NtProtectVirtualMemory@20() Unknown KernelBase.dll!VirtualProtect() Unknown LibOVRRT32_1.dll!0f63b5a4() Un
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