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Resistance in the following areas of development. (7 areas inside)

vr_warehouse
Explorer
Hello,

Our team is being met with resistance in the following areas as we develop our first game for the Oculus Go:

1) TRANSFERRING PC TO OG:
Takes about 6 minutes to transfer over project from our PC, Unity engine, onto Oculus Go headset. My dev is going through several steps. I feel we are missing something here, that we are not aware of. Can someone shine some illumination here, thank you - What is the quickest way from Point A (The PC) transferring files to Point B (Oculus Go)?

2) DEBUG TOOLS:
No debug tools in OG when using Unity engine? Any OG tools? Or dashboard for OG? (No oculus rift over here, just pc straight to OG)

3) UNITY PLAY BUTTON:
How do we hit play on PC (in Unity engine) and get it to play on the OG?

4) OCULUS START DEV PROGRAM:
We received a response email for our Oculus Start Dev program application, they left our application open so that we may upload our build. With that understanding, here’s our question... we are in (triple) pre-alpha phase, super early stuff, basic geometry on the plain, some prefabs, we are still working out mechanics and character models - is this acceptable for upload?

5) OG PC EMULATOR:
PC emulator of OG?

6) OG SCREEN MIRRORING:
Mirror what the person is seeing in the OG on the PC screen?

7) LAG IN DEVELOPMENT:
We are experiencing huge lag when physically moving your head and looking around in our current build.
We have a 500 square foot BY 500 square foot, space of generated maze, with low Poly tree assets acting as the generated maze walls. Why is this lag happening? Is OG not strong enough for this?  Does OG not have some kind of dev visual tool, some kind of visual meter or indicator, that in real-time, as we run our build, would convey where the lag spikes are occurring, or even better, what is causing them. 


Thank you you for your time.
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