quest air link not working on laptop with onboard gpu and primary gpu
A long time i am struggling with this I have a laptop with 2 gpu's a onboard gpu and a gtx 1050 when i try to airlink it doesnt work when my onboard gpu is on i can turn the onboard gpu off through device manager when the gpu is turned off airlink works but all my games run at 1-5fps except valve games like half-life 2 vr mod and half-life alyx i tried every solution i found on youtube .using nvidia control panel and graphics settings to set the oculus app and all those other files like ovrServer_x64.exe OVR Redir OVRLibrarian OVRLibraryService Oculus Platform Runtime Application OculusClient.exe OculusDash.exe and UE4Game to use my primary gpu .using graphics setting in windows to set app to use my primary gpu .forcing games to use my primary gpu through nvidia control panel and graphics settings i hope someone has a solution2.2KViews0likes4CommentsProblems with getting Oculus ID from Oculus.Platform.Users.GetLoggedInUser()
Hi. Im making game rn, and trying to add own database-based cloud storage. So i need to get Oculus ID of each player to send it to database. And its working perfectly in Unity Editor, but when im trying to do same thing in Quest - its just returning null, and there is no errors. Can someone help me? And i actually think that this problem is because of Platform.Core.Initialize(id), but idrk.1.7KViews0likes1CommentOVR screen fade Does Not fade out.
I need help fading out the camera/ screen in VR to a color. I Have tried adding this Code from another forum post from a while a go and it still does not work, I have Also tried using other Screen fading scripts, They work in the game - view in unity, but not in VR. IEnumerator FadeOut() { float elapsedTime = 0.0f; Color color = fadeColor; color.a = 0f; fadeMaterial.color = color; isFading = true; while (elapsedTime < fadeTime) { yield return fadeInstruction; elapsedTime += Time.deltaTime; color.a = Mathf.Clamp01(elapsedTime / fadeTime); fadeMaterial.color = color; } isFading = false; }7.2KViews0likes7Comments[Survey] VR, AR, MR survey for developers
Greetings, I'm a student at the end of my second year going towards my 3 year education for a candidate degree in Computer Science. This survey is part of an investigation which is part of my thesis regarding authentication possibilities within the field of Head-mounted displays. This is aimed at any software developer working with either Virtual, Augmented, Mixed Reality. Takes roughly 5 minutes to answer it. The answers are anonymous. You may submit your answers here: Survey Feel free to share the link with other developers as more answers give better accuracy. Your help is greatly appreciated, thank you!1.6KViews0likes2CommentsIn 3 years I have not found single Game Kit for VR with any Enemies, AI or Pickup'able weapons!
DOES it even exist? I have spent to almost $1,000- on 'game kits' but have never gotten a lick of help from any of them in this regard. With none of them have I been able to 'insert' a VR pawn, turn any weapon BP into a VR PICK UP item and FIRE IT and have the NPC bot die,. (I literally just need a GUN I can PICK UP and FIRE at an ENEMY that then DIES. then rest I can reverse engineer like everything in my career! :) Anythin like that on Github or Free? Did the Oculus Bullet train FIZZLE and never even made available to learn from?? THANK YOU!729Views0likes1CommentOculus Rift S Controller bug on Unity?
When I use OVRInput.Get(OVRInput.Axis2D.SecondaryThumbStick) it usually returns the position of the SECONDARY Thumb stick but sporadically return the PRIMARY controller at other times. The same problem occurs with the Oculus Demo 'Distance Grab' should be easily reproduced. I'm using Oculus Integration 12.0 with Unity 2019.3.0f6 on the Oculus Rift S with the Touch Controllers,944Views0likes1CommentWhat happened to Hybrid Apps?
What TH happened to Hybrid Apps? The concept (was) is so powrfull and, nevertheless, somehow banished as it had never existed. That's weird. I mean, c'mon, it's been less than 18 months from those presentations at OC5. It's not like it was the Pleistocene, even in VR-time terms, and the idea is still good. If the impliementation did not work, there still should be some kind of Oculus support plan or recomendations to build hybrid PC+Monitor / VR apps. Does anybody know anything about where it all went, and if it's abandoned or not? Thanks Alex671Views1like0CommentsOculus Dash steals Input Focus on switch to VR
I have an application that runs in desktop and VR. If I start the app in desktop mode and put on my headset, the Oculus app launches and after a few seconds, my app starts to render in the HMD. A few seconds later, Oculus Dash appears and steals input focus. If I select my application from Dash, it returns focus to my app. If the Oculus app is already running when I switch to VR, this doesn't happen (my app maintains input focus). I tried the same series of steps with an app like Quill. I see that Dash does appear when the Oculus app starts, but then focus is returned to Quill and Dash disappears. As far as I can tell, I'm following all the advice from https://developer.oculus.com/documentation/pcsdk/latest/concepts/book-dg/ Does anyone know why this might be happening?540Views0likes0Comments