2D animations and games with Macromedia/Adobe Flash
I've made 2D animations and games with Macromedia/Adobe Flash for a while, but I'm not experienced with 3D. I want to see if you can make anything Rift-compatible. Flash can be run on any computer, so you don't need a decent one. I don't have my Rift yet, so please try a few things. The bottom left number is meant to be the PD, but it's actually a variable that determines screen object spacing. Then that is divided by a larger variable if it is far away. Do the red ball and mountains appear close or far away? If so, how close and far away? Please tell me your PD and number setting so I can make it more precise. Please let me know if there aren't enough to judge.480Views0likes0Comments3 yrs off "Oculus" - Return to this "Meta" dystopian corporate platform.... help!
1 - Why do I have to create a Nintento Mii mandatorily before just getting to the basic menus, I'm not 12. 2 - Where is my library I built when Oculus was good? Or is that just.... "gone for my benefit of experience?" 3 - Is Oculus Lounge still a thing, do I have a cool customizable home that feels warm and inviting and has a few mini games to reacclimate to VR, or is Home just that endless, empty, soulless void now? 4 - Have you guys considered building a help + support system UI for ease of use by humans, or..... ?933Views1like0CommentsMixed Reality Capture Tool Calibration has to be redone almost every time
I am using the Mixed Reality Capture Tool (latest version 5.1.1) with a custom Unity App using the default MRC scene template. I am doing MRC with a quest 2 using the oculus link so I choose Rift S when using the tool. When I calibrate my camera and run the app and OBS everything works fine, but then if I re-run the app later in the day the calibration is all off and I have to recalibrate. It's a painstaking process and really annoying that it gets off for some reason. The camera has not moved. Any idea what the issue could be? It would be great if the tool/api would say where the calibration is stored so it could be saved externally and verified. It's way too much of a black box now. This would also be helpful to have separate calibrations for different setups.1.9KViews0likes1CommentUploading PC Build
Hey guys, just looking for some quick guidance here before I go and use a whole day trying to figure this out. I'm trying to upload a PC (rift) build to my app's alpha channel and basically I was wondering what this process is. Also, I'm using Unity. It says upload binary, which is already confusing because Unity builds have many files. So do I .zip all the content then upload that zipped folder? Do I just upload the .exe file and the rest comes with it? What am I actually uploading? The question about firewall exceptions, is this just for any app that uses networking? And the redistributables, I'm not really sure what that means in general. Any guidance would be appreciated. Thanks!879Views0likes2CommentsOptimize quill assets
Hi everyone :) We're now checking possible 3D pipelines for our VR title, and we thought to try out working with Quill. Using the default export options and tools resulted in very poor performance, even when optimizing to a degree where almost nothing is visible (and also on PC, not just in mobile VR...). How does the native quill player render these assets? Does it just use the brush curves and creates the mesh in a geometry Shader?644Views0likes0CommentsHow to get rift show HDMI video feed bare metal
Hi, I want to view the output of my video processing board (Xilinx Zynq SoC or 7-series FPGA) on the rift. I power the rift with a power bank and send the OU stereo video feed directly via HDMI to the VR headset. So I'm not actually using any of the motion or head tracking stuff. There is also only the rift involved so no PC, Oculus home, SDK, whatsoever. I only want display HDMI feed and maybe also use the headphones by encoding audio in HDMI signal. My problem is that once I put on the headset the rift won't activate the screens. Is there any special resolution or data encoding format or refresh rate required on the HDMI connection in order to accept my feed? Is there some initialization sequence necessary via USB to activate the displays within rift? Regards, Ion1.2KViews0likes2CommentsFPS do not match.
Dear everyone. I'm developing an application and want to upload it to the Oculus Store. When I test the app inside Unity, it runs above the 100 fps, but when I test the exported version with the Lost Frame Tool, it only runs between the 60-80 fps. Why does occur that? How can I fix it? Any advice? Thanks in advace. Regards,497Views0likes0CommentsCross-Platform Advice / Guidance
Hi, I'm currently building VR projects in Unity3D and I realize that an Android build is needed for the Quest, while a PC build supports the Rift and other tethered devices; is there a best place to start if I'd like to build projects that eventually support the Quest, Rift, and Steam platforms? I'm aware of SteamVR, OpenVR, and Oculus Integration asset, I'd like to stay organized with my approach, and any advice is appreciated? Additionally, for headsets like PSVR and Samsung Odyssey, is there a preferred approach that optimizes cross-platformability and adopts a "work smarter, not harder" methodology so that precious development hours aren't unnecessarily misallocated for optimal productivity? Thanks and take care582Views2likes0Comments