So with the new Oculus Config Utility, once I have run this and
calibrated it, do I need to do anything in my Unity project to correct
the drift? Or does the Rift handle that automatically?
I would like to share my first Oculus Rift game, JetPack Races. I really
have no idea what people will think of this, I built my JetPack a while
ago and enjoyed flying around Tuscany and the Destroyed City so I
thought I would add a bit of a challeng...
I bought myself a new laptop so I can start getting some decent frame
rates with all of the demos, games etc. I started setting up a Unity
project by copying the older Island Demo over and putting an
OVRCharacterController onto it. I noticed I was ge...
This is a video of my White Room project in Unity 3d with the Razer
Hydra. It is far from complete, and the video isn't the best but my
Unity Pro license may expire tomorrow so I thought I'd put something
together to show. Sorry, the PIP is probably ...
I know this would probably be better on the Epic Games forums, but what
I am trying to do is different than most UDK developers, and I think
Oculus developers would have a better understanding.I am totally new to
UDK, have developed a lot with Unity ...
Personally I would just want the gloves with the bend sensors and
wireless communications with the PC. Then on the glove have a small
pouch to fit a STEM module in it. This can handle all of the positional
and rotational data. Having played a lot wit...
OK, I have been following this thread since it started and I had no idea
you had a Kickstarter. Now I see it in your signature, and have backed
it. You need to promote this more.