Skip PC VR setup everyday through headset!
We wanted to use Quest (have v2 currently) headsets for showroom VR, but they have proved too complex for none-IT users to deal with, even if you are accustomed to PC tech the way you have to put on the headset and choose the PC link every time is a drag and at times the it's glitchy. Is there any way to mod the headsets to always start up in PC link mode so no in-headset menu navigation is required?Solved133Views0likes6CommentsAnyone know a good place to buy sound effects for a project?
Hello I am curious as to where I can find a good site for purchasing sound effects for a Horror / Mystery game? This my first time going at a project completely solo. I do have simple audio gear but I would be interested in purchasing sound effects rather than trying to produce all of them myself. Thank you in advance.5.8KViews0likes14CommentsShared Spatial Anchors for PC Rift in Unity
Hello, I am trying to use Shared Spatial Anchors for a Unity PC application and I have some issues: I undestand that Spatial Anchors may be shared with other users using OVRSpace.StorageLocation.Cloud when saving anchors. However, from the Meta Quest Developer Hub, in Platform Services I can't activate Cloud Storage. It is not available for Rift Applications (see the screenshot) So, is it related? May I create spatial anchors and share them with users although Meta doesnt allow to Add the Cloud Storage Service? Thank you!908Views1like0CommentsLog in with the Meta user account using PCLink to use Shared Spatial Anchor
Hello, We are developing an app in Unity using the Meta SDK. So far, we have implemented Shared Spatial Anchors, and they work fine when we build the project for Android. We are now trying to build the app for Windows and connect a computer with a Meta Quest 3 device. However, we are unable to log in to the app with Meta. We attempt to log in with the Meta account in the app using the following code: Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); We would like to know if it is possible to log in with the Meta user account using PCLink. If so, does it require any extra configuration? Thank you very much.1.1KViews0likes0CommentsCan I use Oculus Quest 2 PC link mode for SteamVR development?
Hi, I want to develop content for Vive pro and Vive Cosmos but I don't really want to buy them because I plan to get a Oculus Q2 Can I develop and test SteamVR content for VIVE and use Oculus in the development for testing? Will it cause any problems? for example Key bindings? I would be very grateful if you could help me with this! Thanks!Solved6.9KViews0likes5CommentsHelp required..!!! Platform.Users.GetLoggedInUser() returning emptyString for displayName field
Hey Guys, I was trying to build a small VR app for Rift. I was trying to use the displayName returned by Platform.Users.GetLoggedInUser() in my game rather than taking player name as input again in my game. I was using Unity to build this. I was stuck up with 2 things here... I wanted to get the displayName as shown in the Oculus home screen but displayName field in Platform.Users.GetLoggedInUser() is returning username of the account. In Editor, for displayName at least I am getting a username. But when I had proceeded to keep windows build and upload it to a beta channel for testing. In the build, the displayName field in Platform.Users.GetLoggedInUser() is returning an empty string (I had added myself as a user to that release channel) Can you guys help me out?1.1KViews0likes0CommentsSDK 0.0.0 and İnfinite loading screen
Hello, Im developing a vr game. İt was working just fine. I have Buy a SSD and clean win10 at it. my program now just dont launch. I have try xr-plugin , manual OVRPlugin but not working. İf I enable any of them unity returns me "Unable to load OvrPlugin.dll" or a crash. İf I dont my game start at unity but stuck at loading screen on Rift S. I tried a new project with oculus integration packages "Room" scene but same thing happened. As you can see bellow there is "SDK v0.0..0" is this problem about it? how can ı install/update this. Unity v2020.2.0b14, Oculus Utilities v1.55.0, OVRPlugin v1.55.0, SDK v0.0.0. UnityEngine.Debug:Log (object) OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1246) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1404)750Views0likes0CommentsBeta Release Channel of The Days After
We'd like to invite any interested Oculus Devs to try out our demo of The Days After . We are super excited to finally get our game in a state where we can share it with others. It has been a long road for us to get here as it's only two of us working on the project. The demo contains roughly 20-25 minutes of the gameplay and takes place at the start of the game's campaign. We are looking for feedback as we want to produce the best possible game we can make...any feedback is greatly appreciated! Just let us know the email address associated with your Oculus account and we will add you to the beta release channel. You can post feedback as a reply to this post or message us directly. Thanks! Pamela & Stephen Five Finger Studios support@fivefingerstudios.com http://www.fivefingerstudios.com/thedaysafter583Views0likes0CommentsIs it possible to activate the passthrough cameras from within a software (UE4)?
Hey guys! I want to know if I can activate the passthrough cameras manually from my software. I want to be able to let the user see through the cameras, while doing some setup for the software. Is there a way to activate the cameras, except the double press on the oculus button?939Views0likes1Comment