Help required..!!! Platform.Users.GetLoggedInUser() returning emptyString for displayName field
Hey Guys, I was trying to build a small VR app for Rift. I was trying to use the displayName returned by Platform.Users.GetLoggedInUser() in my game rather than taking player name as input again in my game. I was using Unity to build this. I was stuck up with 2 things here... I wanted to get the displayName as shown in the Oculus home screen but displayName field in Platform.Users.GetLoggedInUser() is returning username of the account. In Editor, for displayName at least I am getting a username. But when I had proceeded to keep windows build and upload it to a beta channel for testing. In the build, the displayName field in Platform.Users.GetLoggedInUser() is returning an empty string (I had added myself as a user to that release channel) Can you guys help me out?1.1KViews0likes0CommentsWill the graphic video card Intel’s HD Graphics 520 work for the oculus rift?
I have a surface pro and i really wanna get a vr headset and my dad told me to look at the video card to see if it will work and I believe the Intel’s HD Graphics 520 is the one i have and I just don't want to get it if its not going to work on my surface pro.1.8KViews0likes1CommentSDK 0.0.0 and İnfinite loading screen
Hello, Im developing a vr game. İt was working just fine. I have Buy a SSD and clean win10 at it. my program now just dont launch. I have try xr-plugin , manual OVRPlugin but not working. İf I enable any of them unity returns me "Unable to load OvrPlugin.dll" or a crash. İf I dont my game start at unity but stuck at loading screen on Rift S. I tried a new project with oculus integration packages "Room" scene but same thing happened. As you can see bellow there is "SDK v0.0..0" is this problem about it? how can ı install/update this. Unity v2020.2.0b14, Oculus Utilities v1.55.0, OVRPlugin v1.55.0, SDK v0.0.0. UnityEngine.Debug:Log (object) OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1246) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1404)749Views0likes0CommentsThe value of the tracking sensor may change when I start the app in the same position/ orientation.
I'm developing an Oculus Rift S app. Currently, I am having a problem. When debugging, the value of the tracking sensor may be different even if I start the app with the goggles in the same position and orientation. (Specifically, it changes by 0.2m in the z-axis and about 20 degrees in the yaw.) (It occurs when the app is restarted several times without moving with goggles on.) I think that the origin of the tracking sensor changes when setting the Guardian (setting floor height, play area). In this case, even if the goggles are in the same position and orientation, the tracking sensor value will change before and after the Guardian setting. However, the value of the tracking sensor may be different even though the Guardian setting has not been changed. What could be the reason for this?666Views0likes0CommentsOculus Rift S and Steam LIV (Mixed Reality) ?
1. Error message when using Steam LIV software (The Oculus system has lost its connection to the display. Please check your headset's connection and then restart) Remove the LIV software to make it work , But there is no error in testing HTC VIVE. Steam LIV Customer service: LIV doesnt really do anything at that level. if your oculus is losing connection to the display it sounds like you have issues with your device or the oculus software so, there isnt really anything to fix there . Has anyone encountered this problem? thanks.1KViews0likes0CommentsI tell the modification of the central fovea rendering of Rift S, and is it stinking?
I am sorry by machine translation. As I often use HMD in a relaxed state, other than center becomes dim and is in trouble. I seem to be able to change FFR of Quest, but want you to tell the way in RiftS. Best regards472Views0likes0Comments