PCVR/Link Development
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Hey everyoneI ran into a wall here. I have my game finished and ready to publish (approved fine in Steam), but I'm trying to get it into Oculus Store, which means adding this entitlement check. The game was created in Unity 5.5 and I've imported Oculus Utilities 1.10 asset. I tried importing PlatformSDK asset previously, but no matter which I import into my project, I just get library compile errors that "ovr_*" does not exist in this context with no fixes suggested. I've tried looking at the documentation provided, but it's confusing af with tons of contradictions depending on the page looking at...https://developer3.oculus.com/documentation/platform/latest/concepts/dg-cc-entitlements/https://developer3.oculus.com/documentation/pcsdk/latest/concepts/dg-libovr/https://developer3.oculus.com/documentation/platform/1.5/tasks/dg-cc-entitlements/ --unity link brokenAnyone know of a better tutorial...CheersWill
Hi everyone!I am considering purchasing a VR headset, and have heard good things about Oculus. I want to be able to develop my own games easily, preferably with Unity, Unreal Engine will work too. I have researched a little bit and have not found any answers I am looking for. First off, I hear the CV1 is superior to the DK2, but have heard mixed things on the possibility for development. Is it possible to develop on the CV1 using Unity? I also want a headset that will not become obsolete soon, so that raises concerns about the DK2. But if the DK2 is the only option for development, I will go with that. If both support development in Unity, which should I go with? Money is tight, but I should have enough for either one. Is the CV1 worth the extra money for the benefits over the DK2? I know Oculus Touch is CV1 exclusive.If you know any answers to the questions, and especially if you own both headsets, please leave me some feedback so I know what to choose! Thanks A Lot!
We're deploying a build across CV1 and the Gear: same piece of software, same functionality, same experience - the only difference is the CV1 version has higher quality assets. The dashboard will not let us create a new entry with the same name. But both apps need to be called the same. How do we do this?
Hello!Seems I can't see the item Oculus Platform / Edit Settings menu.This way I can't put the ID and make the entitlement check, can you help me? (I'm using Unity 5.4.1)thanks,Fabio
I'm currently working through the Roll A Ball tutorial, and I'm noticing that with VR enabled in the CV1 headset, I'm seeing quite a bit of ghosting when the ball speeds up. Is this due to being locked at 90fps or something else? Unity 5.5I can provide an exe to reproduce what I'm seeing if that's allowed.
Hello,I can't find the code of LibOVR anymore.I use to find the code in : OculusSDK_061\LibOVR\Src: <DIR> . <DIR> .. <DIR> CAPI <DIR> Displays <DIR> Net 39.117 OVR_CAPI.cpp 50.151 OVR_CAPIShim.c 6.479 OVR_CAPI_Util.cpp 18.626 OVR_Error.cpp 17.971 OVR_Error.h 12.243 OVR_PadCheck.cpp 2.043 OVR_PadCheck.h 48.531 OVR_Profile.cpp 8.558 OVR_Profile.h 8.792 OVR_SerialFormat.cpp 4.361 OVR_SerialFormat.h 92.936 OVR_Stereo.cpp 38.752 OVR_Stereo.h 8.207 OVR_StereoProjection.cpp 2.580 OVR_StereoProjection.h <DIR> Resources <DIR> Sensors <DIR> Service <DIR> Util <DIR> VisionBut in the 0.7 SDK I downloaded from the Oculus website, the same folder only containsOculusSDK_07\LibOVR\Src <DIR> . <DIR> .
Email invites for alpha channel test users don't seem to be working. Is there a known issue with these?
Hi, i am developing the game 'Elena' and I have the problem that every time try to test a Bugfix (we just released :smile:) the headset shuts down when I put my hands on the rift to adjust it for perfect vision.A notification appears that the headset could not be found and Steam VR shuts down and the Unreal Engine shuts down too.Could someone help me try fixing this? It seems the problem is the check whether the headset is used or not because the errors do not appear when I press my finger against the little sensor. Regards,Kasimir
I purchased a DK2 a while back, when they first became available. Due to other commitments I never got a chance to get started with it. Anyway, I'm now looking to start on a project. I can't seem to get either of the systems I've tried it on to recognise the DK2 though. Both systems pass the compatibility test okay. On both of them I get to the "Connect your rift headset" step in the wizard, and the Sensor USB is recognised okay, but Headset HDMI and Headset USB are both stuck spinning the searching circle. The headset is powered up and displaying the "continue setup on PC" message. On both systems the DK2 is plugged into an HDMI port on a GTX970, and USB 3 ports. Both systems are windows 10, 64 bit, fully patched (including the anniversary update). In device manage I have a "Rift DK2 Sensor" under "Oculus VR Devices". Under Other devices I have two unknown devices. It looks like a driver issue, but apart from the main oculus setup I can't see any individual driver downloads. Any sugge
Please, take out a French patch for the gallery - episode 1 call of the starseed!Please
So i have tried to connect my Rift through DisplayPort to HDMI adpater as my HDMI output does not work. When i run the Oculus home setup it detects all my USB3's and when i plug in the Rift to the adapter it detects it for about 3 seconds and then it cant see it again. I have tried reinstalling the oculus rift, updating windows, updating graphics drivers but nothing seems to help... Any advice from anyone please? I have the Asus GTX 970 Strix
I'm trying to write a simple application, which only needs to find out if the user has the HMD on their head or not. I currently do that with ovr_GetSessionStatus(&session, &status); which requires me to initialize a session. Doing the initialization will make the SDK think that I'm a full VR game that wants to render something to the HMD, which is not the case.TL;DR Is there some way that I can find out if the user has the HMD on, without actually initializing a VR session?
Hello,I got a pair of engineering sample Touch controllers. However, I can't figure out how to use them. The sensor shows up, but I can't pair the controllers. What do I have to do to make the "Add Left/Right Touch" prompt show up? This web site (https://developer3.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch/) says "Note: If the Add Left Touch and Add Right Touch options do not appear, please contact Developer Relations.".I can find nothing on this site resembling "Developer Relations"...Any tips or clues about where to start?Thanks,K J
Greetings. I renderer a 4k 360° vray video on 3dsMax and edited on Adobre Premiere Pro to play it at my Samsung Gear VR. The problem I get when I watch it at de gear is that each eye (left and right) have a split image that do not match so the final image looks like if the sphere was cut or not complete. Can anyone help me?
Hey there. I've been trying to figure out this error I've been getting while trying to make the rift compatible with Q3A, a C App.I'm getting a strange problem I don't know how to work around. I'm at the point where I'm nearly done with rendering:http://i.imgur.com/63Veopx.jpgBUT, I need to use GL_SRGB8_ALPHA8 as the format to write the texture to (or something):http://i.imgur.com/cnYDmME.jpgThat means I have to include some GL files:http://i.imgur.com/YKqFVRl.jpgMost of the headers I've been using compile fine except for:http://i.imgur.com/p5aZH3x.jpgOVR_Win32_IncludeWindows file is included automatically, which produces all of these errors:http://i.imgur.com/0sWJqwb.jpg ;What's going on here? Why do I need to include this other information, and is there any way around this?
Hello everybody,I am a little bit in hurry. The Deadline is ahead and I have huge issues with my Rift.I am creating an Application with Unreal Engine and suddenly have the following problem:When I am standing backwards to the sensor, my position tracking is sometimes not working at all or even worse: it is often reversed. Means when I lean/move left, the player leans/move right and vice versa. It seems as if the sensor does not recognize that I am standing backwards when interpreting my position. The rotation of the device is just right but not the position.I have an old version of this application that worked fine at around September/October but right now it has the same issues - so I guess this has nothing to do with Unreal Engine but with the Oculus.I am in urgent need of help and hope that you have a solution for this.My Oculus App is in version 1.10.2.322199 (1.10.2.321138)Thank you all in advance.
I have successfully added Oculus support to some rendering code I'm working on however I'm noticing a slight perceived "sway" when looking around. Currently I do all my rendering and post processing passes then copy my color buffer over to an OculusEyeTexture. My suspicion is that the TimeWarp/SpaceWarp needs the depth buffer as well which I'm not currently copying over...looking for some thoughts here before diving into the code.Thanks
In the Touch tutorial, the user can see their hands and the controllers, and it animates the thumb position based on where the thumb is resting. (a, b, thumbstick, thumbrest, nothing) This would be great to use in the tutorial for our game as it's 100% new to VR players get confused on the layout of the controller. Is there anywhere to download these animations? You can access the controller/hands in the avatar SDK, but we're not using the avatars in our game, and Oculus seems to be rolling their own animation rig for those.
hello developersoculus remote has "oculus button". that button clicks to oculus homei want to detect it. and cancel to go oculus home.may i detect it using oculus sdk? or catch usb port?
Are there plans to make PC SDK Rift samples on Vulkan? (previous topics mentions only the mobile sdk). - Or why would this Vulkanised API/sample not be possible (hard to believe that sending 2textures to the display device is not possible for Vulkan)?- Is Oculus waiting on the Khronos VR API (where Oculus is a partner)? But that still needs to be started!... - And how about support for LWGL, only through OpenGL (I asked related question for that one on that forum :) ) And in conclusion, what is the advice from Oculus on this towards client/developers : invest in 'old' opengl? 'wait' for Vulkan? 'wait more' for Vulkan VR API? or abstract it (a very little bit) and go platform independent with LWJGL?...
The current 'C API' header, OVR_CAPI.h includes additional headers that are not compatible with vanilla C (like OVR_Math.h, via OVR_CAPI_Util.h). You can disable them by defining OVR_CAPI_NO_UTILS before you include OVR_CAPI.h, but the code should automatically detect if it's not running in a C++ compiler and not include incompatible headers. #if !defined(OVR_CAPI_NO_UTILS) #include "Extras/OVR_CAPI_Util.h"#endifshould be changed to...#if defined(__cplusplus) && !defined(OVR_CAPI_NO_UTILS) #include "Extras/OVR_CAPI_Util.h"#endif
Hello,I would like to include the Oculus Runtime with an installation package that I am creating for a product that supports the Oculus Rift.Does the Oculus Runtime support a silent install via command-line switches?Thank you.
Just received my Touch controllers. Is there any online help guides to setting them up and using them? I cant find any guides anywhere on Oculus's website. Thanks
Ordered my touch the first hour for preorder and I have yet to get shipping tracking number. Is anyone else in the same situation?
Hi,reading the SDK documentation makes it sound like the Guardian system should draw boundaries for every app, without the app doing anything special.Nothing shows up in my own application. But in everything else I loaded from Oculus store it is working ok.I am on a DX12 rendering path, maybe that has something to do with it. Maybe I do something wrong with the layer setup?Or did I misunderstand and my app has to draw the boundaries itself?Any help welcome!
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