Installing Oculus App on Drive OTHER THAN C: Drive
Hi, I have spent the past several hours attempting to run the initial Oculus Setup, but every time I get past the Terms and Conditions I get a screen saying that I cannot connect to the Oculus Servers (which I know is false--my Internet is working fine). After scrolling through several other forums and posts, I think if I am able to install the App onto any drive besides my C: drive (I have three drives -- C:, D:, and F:), my problems will be solved. BUT, I cannot figure out how to start the installation on my F: drive. I have tried to follow the steps on this page: https://support.oculus.com/help/oculus/1676275305961321/ numerous times. Whenever I enter "OculusSetup /drive:F" into Run, Windows replies something similar to: "Windows cannot find 'OculusSetup'. Please check your spelling and try again." If anyone has suggestions for installing on separate drives, any help is greatly appreciated! Thanks!Solved159KViews1like105CommentsUsing rift CV1 without the sensor
Hello, I'm developing a standalone app where the positional sensor isn't needed. The problem is, Oculus home won't run the exe when the sensor is not connected... is there any way to disable this requirement? We could connect sensors and hide them where the target machines are (somewhere below where the users will be sitting), but I'd rather just disable the need for a connected sensor. Any ideas?Solved11KViews0likes7CommentsWhy does Grass in Unity slow down the FPS , any workaround?
The basic terrain grass of Unity makes the framerate go down considerably. I discovered that. at first i thought it was the speed trees but no it wasn't. I deleted the grass and the framerate came back to normal. Well who knows if the trees too. but the grass definintely . Is there a workaround? or should i just not use grass?Solved7.8KViews0likes4CommentsApplication.Quit() causing app to hang, any advice?
Hi, Currently to exit our application I am calling Application.Quit(), upon calling this, the app is no longer rendered to HMD (Rift goes black) however the application is still running on desktop but is frozen and unresponsive for ~40s63 seconds before closing, giving the impression to the user that its crashed. No error files/logs are created, as you would expect from a Unity crash and our output log shows no errors. Could you offer any support or advice on this? Thanks, Sam5.1KViews0likes7CommentsWill the oculus rift work with an outdated CPU
Hi everyone. I have an i5-3470 cpu @ 3.20ghz processor. I know it recommends something better to run with the oculus rift but i was just wandering if the oculus rift will work with my current processor or if i have to get an upgrade. Thanks in advance.4.3KViews0likes7CommentsHow to view content in right eye from Unity + Oculus Rift from primary monitor
Completely new to Unity Here. I'm using Unity 5.3.4f1 to make a VR Game on Oculus Rift. Currently I'm using the setting under the OVRCameraRig to target display to be right eye only. This is the setting for the Camera In order to monitor what the player is doing, I would like to display his right eye on the primary monitor. However, for some weird reason the content rendered on the primary monitor is the one from his left eye which is blacked out. Could someone help me with figuring out how to do so?4KViews0likes6CommentsOVR Custom Hands are offset and have the wrong orientation
I am working in a team of 5, we are using Unity 2019.2.17 for our game and using Perforce as source control. We implemented the custom hands into our project and it worked for a while but out of nowhere my hands started being offset from my original hand position. None of my teammates have this issue and I don't see this issue in other unity projects or applications either. I have tried reinstalling unity, deleted and got the revisions of the entire project, and also re imported the oculus integration. What should I do to fix this problem?4KViews0likes2CommentsOculus Quest / Rift Example Unity Project available on GitHub
So many people are having trouble with getting this going, I've started a simple example project. It's not complete yet -- I only just started it. But you're welcome to look at what I've done and how I did it. I intend to show how to get it working with a Quest and a Rift -- I don't own a Rift S, but I assume it's the same as a Rift, generally speaking. Again, let me say that I'm not finished. But you can see an early look here. https://github.com/Corysia/Unity-Oculus-Example4KViews4likes8CommentsOther players avatars not showing up in Rift Application.
Dear Devs, My app has Rift and Quest support. I've created two applications in dashboard, one for Rift and one of Quest. I've also pasted the app IDs in the Platform and Avatars Settings file in Unity. Added a sample build to Rift application and Quest application and uploaded the build, added test users oculus email ID. The same oculus email ID is being used for the login inside Unity as well. I'm getting the blue default avatar instead of the user's avatar in the Rift Application. Please let me know how to resolve this. I've also added the Data Usage Checkup => Avatars, User Profile and User ID. Please let me know if anybody has resolved this issue.Solved3.9KViews1like11Comments