I'm very proud to have run ran a huge VR event at a primary school
today, with 400 kids trying VR - 16 at a time with their teachers
wearing GearVR's, seeing each other in a multi-user VR experience.The
local paper just put up this
report:http://www....
I would like to disable Oculus Home from auto running - especially when
it prompts for Health and Safety.I can't run one of the numerous Package
Disabler tools which disable the GearVR service - because even through
they disable Oculus Home - they al...
When the GearVR is powered by the USB pass-thru port the Android Battery
Manager does not give the usual charging
status:BatteryManager.EXTRA_PLUGGED always returns 0 (neither
BatteryManager.BATTERY_PLUGGED_AC or
BatteryManager.BATTERY_PLUGGED_USB). ...
Hi,I am going to be running a custom Unity application on 15 GearVRs and
I would like to trigger them to start at the same time.My thought is to
use some kind of USB cable connected to each GearVR to provide power,
but also simulate a keypress to all...
I've written up a small post on how to render the Oculus Tracker(s) view
cone so you can see the current play
space.http://talesfromtherift.com/tracker-view-cone-revisited/ It also
shows you how to display a simple camera 3d model too.All credit to
O...
Well this thread is a blast from the past.You can certainly download
image by image, which is pretty straight forward to code up using a
download and Texture2D loading a PNG or JPG.But, these days you can use
hardware decoding video to play it back i...
I wasn't sure what answer you meant on that page.But, for anyone else,
the answer is yes - you can tell the difference between the controller
and the built-in gearvr trackpad by passing the controller sources into
the OVRInput.Get() method.eg: if
(OV...
Hi Tom,I know you answered the "foot controller" question above, but
what I don't like about those are that they are more focused on seated,
or stationaty experiences, where-as I love VR that encourages you to
move around.Have you done any research i...
Hi mollymaria,For GearVR dd you generate your OSIG file correctly, and
make sure it is in the correct folder in Unity (assuming you are using
Unity)?https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-submission-sig-file/Pete...
One option is to use OptiTrack cameras with passive markers on the Rift
and controllers.I wrote this blog article on how to do
it:http://talesfromtherift.com/optitrack-for-vr-and-unity3d/