Features and limits of Half- dome: some constructive critiques.
Current Oculus Half- dome prototype born with native flaws. The well known difficulty of comprehension and analisis of the human gaze, relevated through the eye- tracker hardware, could be not the unique issue of Half- dome. The Half- dome does not expose the type of eye tracker hardware used by Oculus developers. Yes, these informations are covered by the Industrial Secret but this secret can not cover the fact that the eye- tracker hardware involved in the Half- dome development is a mobile one. Yes, the improvements both in mechanical design and in the field of view using also the Eye- tracker is Really Interesting, and yes the Eye- tracker ist a marvellous tool for the analisis of eyes movements but it’s limits currently can not be overpassed. That is why some scientific papers have well clear ideas about this field. 1- The signal loss could afflict portable eye tracker solutions like the eye tribe one. The consequence could be the failure to reliably locate a participant’s eyes during the course of the task. 2- The eye-tracking equipment can miss eye movement when there are large field-of-view areas. 3- The eye-tracker hardware in two-dimensional fields within immediate proximity (such as when viewing a computer screen or looking at a supermarket shelf display) may be more reliable. In Oculus Half- dome we’re not talking about two- dimensional fields but certainly we’re talking about immediate proximity. 4- The portable eye- tracker hardware could be also afflicted by specific issues as the lack of accuracy of kinematics capture. 5- The difficulty to interpret the eye- tracker data like the gaze. This could lead to difficulties to analyse the possible issues that one day could Emerge from the Human- Computer Interaction, between the the user’s eye, his brain and the Oculus head- set. The consequence could be the uncertainty of management and solution of the incoming or emerging human- computer interaction issues. Especially with large fiield-of-view the eye tracker hardware could miss the eye movement. This may bring the Oculus staff to atribute some inconsistencies between the software output (what is seen by the user in the Head Set), the Half- dome head set hardware and the User’s eye. This in turn could make difficult the interpretation of the Human Computer Interaction flaws. At this moment Oculus team has revealed only a video where there are no scientific data taken from a structured video- analisis, of the the interaction between the users and the Half- Dome Head Mounted Display. There are no scientific data of the consequences of this Human Computer Interaction between Half- dome and the behaviour of the user. In conclusion there is a relatively high probability that Half- dome team and their marvellous late prototype will have to face difficult times. Certainly the lack of interaction of the Oculus staff with the freelance community of scientific collaborators will have to be changed. If the Oculus Company’s targets are to move up the new challenges of the new incoming steps of Virtual Reality, something in the management of the scientific research and development will have to be changed. We will see how they will decide to face this and which strategies they will adopt. Author: Nicolò Zago24KViews0likes0CommentsError when loading in Oculus Utilities for Unity
Hi, When I load in the Oculus Utilities for Unity, I immediately have an error in one of the scripts which reads "Assets/Oculus/VR/Scripts/OVRPlugin.cs(2876,18): error CS0103: The name `OVRP_1_15_0' does not exist in the current context" How can I deal with this error? Is there a way to locate OVRP or is that no longer a part of the oculus utilities? Thank You!16KViews0likes33CommentsPlay Not Working in Unity with XR Toolkit and Link
When I select "Play" in Unity editor, I do not see the VR playing in my headset. Link is working and my desktop fully connects to the headset. For example, I can build to the headset. I am using XR Toolkit. I have link enabled and when I hit play I can see the game window in the virtual desktop in link, but do not see the entire VR immersively.11KViews2likes8CommentsFirewall rule sets
Hi, I am currently developing a multiplayer VR Experience in Unity with Oculus SDK Integration. Our company has some strict Firewall settings and I need to tell our IT department IP Addresses ports and protocols for new rules sets. My current issue is, that I cannot use the Oculus store, friend list and the SDK is not able to load the custom avatars via ID from the Oculus servers. We already implemented some rules. We already set IP range 31.13.84.xxx TCP / TLS and 69.171.250.48 but still seem to be missing something. My app only loads the default avatar but not the customisation. Everything works when using a normal Internet connection, so its definitely our IT's firewall fault. It would be nice to get an exhaustive list of IP addresses and Ports to open, that I can send to our IT department to properly use all Oculus services. Best7.8KViews2likes5CommentsTesting from Unity without an Oculus
I'm currently at university and I need to create a VR game in unity however, I can't just create and test while at university on an actual Oculus, does anyone know of any programs or pieces of software that could emulate an Oculus or VR experience on a PC without the actual device?Solved6KViews0likes3CommentsAling the virtual room with world position
Hi everyone, i saw on other post a lot of tries on alinging the virtual room with the wold position, and i think I almost got it. I coudld do it on the last version of oculus integration, but i cant do it with the new one. My way to aling the room was using the "OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary)" wich gives you an array of points according to the guardian boundary that you did. This worked perfect, and i could get the position of the first point and then saving the position of he virtual room acordding to this point (and saving it on the player prefs) then to get the rotation i just took 2 points of the boundaries and getting the angle between those. BUT... the outerboundary got deprecated on the last version and doesnt seems to work anymore. (Wich is so bad case i need the Application Spacewarp) So, I should find another way to get the guardian boundary points or anything that gives me some real world points. It would be so helpful if you could assist me here.Solved5.9KViews1like3CommentsIs it possible to develop Oculus VR in Unity without Oculus hardware?
Hi, Oculus developers. Could you please help me? I am new here. Now, I want to develop Oculus VR app with Unity. But I don't have Oculus hardware. Nothing and No experience! So if it is possible to develop without hardware, please give me your advice. And if it is impossible, what is needed for Oculus VR development? Hope to hear from you. Cheers. K.5.5KViews0likes7CommentsKeep an object grabbed in a hand
Hi, I'm a beginner, I've seen the examples of grab, distance grab of Oculus, I would like: 1- after taking an object with the grab, have it remain in my hand after I release the grip button, such as a racket in my hand. 2- I'd like to initialize an object when I click the grip button and that it gets grabbed in my hand, like a ball. Could someone suggest me some examples? Thank you5.2KViews0likes8CommentsOculus Unity - Reset Pose , without resetting the rotation
I am working on a VR game using Oculus Rift utlities plugin 1.6.0 (https://developer.oculus.com/downloads/game-engines/1.6.0/Oculus_Utilities_for_Unity_5/) and Unity 5.4.0f3. The biggest problem I am currently facing is with the player reset position. So basically if the player moves back beyond a particular direction or moves into a wall, then the head gets snapped back to the root origin of the OvrPlayerController(root) Object. Please refer to this video link for better understanding of the functionality. (https://www.dropbox.com/s/t208phk2bg6rhe5/adrift.mp4?dl=0) I am trying to achieve this using `OVRManager.display.RecenterPose();` which looks like this public void RecenterPose() { VR.InputTracking.Recenter(); if (RecenteredPose != null) { RecenteredPose(); } } This works fine the head gets snapped back to the origin (root position). But this also resets the rotation which looks a weird. Is there an alternate path to just reset the position leaving the rotation as it is ??4.9KViews0likes4CommentsOculus Link crashes when Unity enters PlayMode and does not work until Unity Editor is restarted
As described in the discussion title. More often than not does Oculus Link crash out of existence when entering Unity´s play mode. The setup is as follows. I use an official Oculus USB-C cable to connect my Oculus Quest to my Windows10 PC while using any Unity version past 2019 (prev. versions not tested) with the Unity build in XR Oculus package (not the Oculus Integration from the AssetStore). The idea now is that when I press Play in the Unity editor I will be able to test my app in a similar way as if it was installed on the Quest directly. This worked without any issues until some recent Oculus update (can´t tell when exactly) which apparently let´s the Oculus Link app crash very often regardless of Unity Version or complexity of the scene. The Quest itself gets thrown back into the standard Quest homescreen, Unity will just be stuck on a black screen and the Oculus app will restart anew after its disappearance. That by itself is annoying enough. But the main problem is that I cannot just exit Unity play mode, reestablish the Oculus Link and enter play mode again to fix the problem. Oh no! The major time consuming part of this misbehavior is that once it crashed I need to close the Unity editor, then restart Oculus Link, then start the Unity editor again. Imagine having a semi-big project with an active collaborate service checking for changes every time Oculus Link decides to crash and forcing you to restart the editor. Please help. I do not know how to solve this. If someone at least knows a workaround or fix that does spare me from restarting the editor, I´d be more than happy.4.9KViews3likes4Comments