[Go / Gear VR] Modulated shadows are not supported ?
I was trying to test performance on Gear VR with modulated shadows from directional light turned on and it doesn't seem like modulated shadows are supported (or rather none of the dynamic shadows types is supported). Is that the case or do I need to do something special to get modulated shadows working in mobile VR ? Thanks3.3KViews1like10CommentsIs it possible to know if a user had let a review/rating for an app ?
I want to implement a "Rate our app" type of pop-up , but I would want to show it only for users who haven't submitted a review or rating. I would not want to annoy users who have already rated/reviewed our app. Does someone have any idea if the sdk has an property or something for this ? I have yet to find a solution. Any help appreciated, thank you !677Views1like0CommentsMissing - set a test token
Hi, I've got issue finding the token field as described below. In Unity editor, I can see "Oculus Platform" menu, but it includes only "Edit Settings" (not Platform Settings), and there is no Token field anywhere. What did I do wrong? "Gear VR only - If you’re testing your Gear VR app in the Unity editor you’ll need to set a test token. Select Oculus Platform / Platform Settings / Paste Token. You can retrieve your token from the API page on the Developer Center" Please help!Solved3.8KViews1like8Comments[Gear VR] Entitlement check questions
I enabled OOS and used entitlement check BP node: When I run my app in Gear VR, the app quits, naturally (since my app isn't in the Store). My questions are: 1. How do I check if entitlement works for "On Success" ? 2. When I submit for review for my alpha release channel, I am sure it will quit the same way it does on me right now when Oculus tests it, which will automatically flag my app for rejection. What do I need to do for this not to happen ? Thanks1.2KViews1like5CommentsPossibility of projection in other devices.
Hello, my name is Luiz, I'm working on a research project and I'm using the new "Samsung Gear", I wonder if there is any possible method of designing the VR vision on some computer or projector, do you need any specific software? what should I do?I am using a Samsung NOTE 4.Any help is welcome, anyone who can give me a little help, thank you.670Views1like0Comments[Gear VR] Multiplayer using Blueprints ?
The goal is to have one player to run UE4 app on Gear VR and host a session, inviting friends from the friend list (up to 4 people total, including player). Person who gets invited would run the same app and join the host. Is it something that can be done out of the box, using Blueprints ? Any tutorials or example projects available ? Thanks1.2KViews1like4Comments[Gear VR] Please help with the controller setup
I am on UE 4.16.1 (stock) and this is my initial setup (on tick EV_GearVRController is called): Controller shows up in the game (since I run dev build from apk, I have to press any button on the controller for it to initialize), but it doesn't rotate with camera (doesn't stay on the right side) as I turn 360 deg. in the swivel chair. Also, pressing trigger button does nothing (action is mapped to Motion Controller R trigger in the project's Input settings). I checked sample from github, but it's not even remotely related to Gear VR controller (I didn't see the component or any BP nodes related to it used). I am not sure if Enable Arm Model node works at all - the tool tip on it is from CPU/GPU node and there no docs on what it does (I assume it should automatically place controller into its default position and have it swinging as user tilts/turns/rotates it, similarly as it's in the Dead and Buried for Gear VR). Could you please explain how to get it going ? Thanks beforehand P.S. On top of that controller doesn't duplicate touchpad functionality - nothing happens when I press touchpad on the controller (thus, it's doesn't duplicate touchpad on the HMD). Someone tested my app before I added BP nodes for the controller and the effect was the same - controller's touchpad didn't do what it suppose to do.833Views1like1Comment[Gear VR] Using StereoLayers to render stereo cubemap a la Oculus 360 photos - how ?
A question popped up on UE4 forums about rendering cubemaps in UE4 in the same quality as they are in Oculus 360 photo app. As far as I know, it's not possible to do such thing using standard to UE4 sky sphere method, because not only sky spheres are not timewarped, but also they act as standard world texture when it comes to mipmaps. So in order for sky sphere to look good, it can not have any mipmaps. Then I read this doc https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-rendering/#mobile-perf-guides-resolution and I remembered that Stereo Layers support cubemap and are timewarped. So I figured that perhaps using StereoLayers we can render cubemap and Oculus Mobile SDK do the same thing to it as it does to cubemaps in Oculus 360 photos app. Am I thinking in the right direction ? Now, the questions is how to render stereo cubemap using StereoLayers in UE4, if it's even possible at all ? The end goal is to be able to make either a 360 photo gallery a la Oculus 360 app, or to use that for archviz - have several rooms pre-rendered in stereo cubemaps and have clients transition from "room" to "room" by swapping cubemaps in StereoLayers. Thanks2.7KViews1like8Comments[Gear VR] Throttling settings in Unreal Engine 4?
I'm having thermal issues and I did some digging and found out that apparently Oculus Mobile SDK allows one to underclock CPU and GPU in order to save power consumption and thus decrease overheat. Are these options available from Unreal Engine at all?736Views1like1Comment