Oculus GO Ambient Occlusion solution
Hello I would like to get advice from you! I am trying to implement Ambient Occlusion in my GO HMD. I use Postprocessing package. And also tried another assets such as Horizon Based Ambient Occlusion and Volumetric Ambient Occlusion. But no helpful. Hope to hear your advice as soon as possible. Thanks.1KViews0likes1CommentGo not recognized by PC when developer mode is switched on
Anyone encountered this issue? The Go is recognized by the PC when developer mode is switched off, however as soon as developer mode is toggled on in the app the Go disappears. Is this a known problem and is there a fix? If tried factory resetting and that has not worked.481Views0likes0CommentsUE4 to Oculus Go - normal maps not working
I've created a sprite sheet with diffuse and normal map textures. In UE4 in order to get paper2D sprites with normal map you have to use a material called something like Default Lit Sprite Material. I copied it and have setup my flipbook animation of my sprites. Looks very neat in UE4. In both the main viewport and the flipbook animation viewport I can see the normal map working on the sprite. In the flipbook viewport you can move a temporary light around by holding "L" to see the specular reflections of your normal map to verify. When I launch this project to the oculus go the model appears flat and only the diffuse texture appears to be rendering on the sprite. I've disabled all lights except one that is position off to one side of the sprite so it should draw and strong specular reflection from the right. When I am in the Go and looking at the sprite all I can see is the diffuse map. No specular accents describing the normal map. At this point I don't know what else to do because there is no more documentation on this.1.1KViews0likes1CommentLoading html5 videos in Oculus Web Browser
Hi everyone! I'm working on an application in AFRAME, where mp4 videos are loaded "on-demand" with javascript, but i have problems. Sometimes the Oculus Web Browser, despite the explicit load() of the video, does not start the loading, and does not track any event related to the video (no progress/canplay etc). Could it be a problem with caching or mp4 codecs? Is there a preferred way/best practice to loading html5 videos? Here is the main code, which works on Chrome/Firefox desktop & Android. Any reference/example could help a lot, thank you! var promisePlay; videoEl.src = src; videoEl.load(); videoEl.crossOrigin = "anonymous"; videoEl.addEventListener("progress", (e) => { var videoEl = e.target; console.log(' progress: ' + this.bufferedVid(videoEl), " ", videoEl.readyState); }, false); videoEl.addEventListener("canplaytrough", (e) => { console.log(" canplaytrough:", videoEl.id, videoEl.readyState); }, { once: true }); videoEl.addEventListener("stalled", (e) => { console.log(" stalled: " + this.bufferedVid(videoEl)); //try to load again videoEl.load(); }, false); videoEl.addEventListener("waiting", (e) => { console.log(" waiting: " + this.bufferedVid(videoEl)); //videoEl.load(); }, false); videoEl.addEventListener("canplay", (e) => { console.log(" canplay:", e, videoEl.id, videoEl.readyState, this.bufferedVid(videoEl)); faceEl.setAttribute("material", "src: #" + videoEl.id); promisePlay = videoEl.play(); var isPlaying = videoEl.currentTime > 0 && !videoEl.paused && !videoEl.ended && videoEl.readyState >= READY_STATE_FLAG && this.videoFlags[videoEl.id].playing; if (!isPlaying & promisePlay !== undefined) { promisePlay .then(() => { faceEl.setAttribute("material", "src: #" + videoEl.id); let vidObj = { volume: 0 }; AFRAME.anime({ targets: vidObj, volume: 0.85, duration: TIME_FADEIN_VOLUME_MS, easing: "linear", update: function() { videoEl.volume = vidObj.volume; } }); console.log(" *prom* playVideo: ", videoEl.id, videoEl.src, videoEl.readyState, videoEl.currentTime, videoEl.paused, videoEl.ended); }) .catch(err => { // AFRAME.log("*prom* err: playVideo:"+ err.toString()); console.log(" *prom* err: playVideo:" + err.toString()); }); } }, { once: true });3.1KViews0likes2Comments