Any advice or assistance is greatly appreciated!
Hello, I am a masters student and for my thesis we are studying the impacts of fire on individuals. We were hoping to be able to design a VR game to simulate an in fire experience so including increasing smoke, difficulty seeing ect. We have 3D footage of the environment we are hoping to use. I am just wondering, is it possible to turn this into a 'reality' and then upload it to the VR machine so that the subjects could be experiencing the fire environment as they are being tested? Thank you so much, any assistance and guidance is appreciated.2.2KViews0likes2CommentsHDMI HELP PLEASE
I do not have a HDMI on my tower so of course i go buy and adapter, i get the adapter and plug it in and plug in my RIFT headset but i still can not get that HDMI light to turn Green on Connection?? Can anyone reccomend or help me please, its for PCVR - RIFT (1st one) just trying to hook it up for my son, brand new computer... has 500 GB, windows 10+ i just dont know what to do, can someone please help me. Thank You!!1.4KViews0likes1CommentProblems 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.1.6KViews0likes1CommentOVR 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; }7.2KViews0likes7CommentsI can't reinstall the Oculus PC app
I uninstalled the app some time ago, but now decided to reinstall it. When I firstly tried everything worked great until the app said "Can't reach the Oculus network", so I decided to delete all Oculus folders and try again. This time it didn't even try installing, just straight went to "can't reach oculus network". I've tried: disabling firewall and windows defender making a new account on my PC using /BypassHotfixCheck installing on the D:\ drive I made sure my .NET is up to date I contacted support and the fixes they gave me didn't work. Now they said that they'll get back to me when they find out what to do next. Here are my setup logs https://hatebin.com/mdydkkkvti2.1KViews0likes1CommentOculus Touch quick start guide - plus free skinned hand models
Hey, so you just got Touch? Fantastic. I thought I'd make a quick list of points to help you get going with Unity integration. This might be obvious stuff to others but I thought with the number of additional devs receiving Touch kits and Oculus continuing to hand them out this might benefit some. And Cyber [or anyone else], please correct me if I'm wrong about the following stuff: 1.First up, grab the latest Oculus Unity Utilities and Touch integration. This stuff is still evolving so to avoid errors and snags, make sure you're up to date. See the ReadMe file in the OvrTouch folder for these points and more info. 2.In your project, once the Touch sample package is imported, bring in the Touch prefabs and connect up the right and left hand anchors. You can find the prefabs in the OvrTouch/Content/Hands/ folder. Select the prefabs one at a time and drag the appropriate HandAnchor transform to the Touch Anchor field on the prefab. 3. To prevent odd movement glitches and update issues, it's recommended that you parent the hand prefabs into the PlayerController hierarchy, preferably under the camera coordinate space. Under the TrackingSpace node seems to work well for me. 4. Set: Edit->Project Settings->Time->Fixed Timestep = 0.01111111 to reduce judder and hand tracking latency. 5. Don't forget to try the sample scenes in the OvrTouch/Content folder. OvrTouchDemo and TapeMeasure in particular for a taste of the haptics capability. 6. Now to the fun stuff. I think Oculus prefer that we not use the blue sample hands in projects we distribute or show to others. I skinned up a pair of replacement hands you're welcome to use if you like. They're a bit higher resolution than the samples [and let's face it they're a pair of white male hands which may not suit you or your project!] but you can at least get going with them if you want to move away from the blue ones. They look like this: Get them from my dropbox here: https://www.dropbox.com/s/v71kr0p5ooaxvhz/HumanHands.zip?dl=0 In the zip file you should find the following items: r_hand_skeletal.fbx <-- replace the identical item in your OvrTouch/Content/Hands/Models/ folder with this l_hand_skeletal.fbx <-- replace the identical item in your OvrTouch/Content/Hands/Models/ folder with this humanHand_3D_COLOR.jpg <-- put this wherever you prefer to keep textures humanHand_3D_NRM.jpg <-- put this wherever you prefer to keep textures humanHandSkin.mat <-- put this wherever you prefer to keep materials These hands come from a blender model created by SuperDasil: http://www.blendswap.com/blends/view/81285 licensed under the Creative Commons. I have remodeled them a bit to match the Oculus touch sample joint proportions and capped the ends to be a little more pleasing to the eye. Should updated Oculus Touch samples come along with significant changes I can update these to match. 7. Finally you'll want to grab things in your own project huh. Items you wish to interact with need to be rigidBody physics objects which means you'll want to setup the usual components required for that. This may also mean you need to set up colliders etc so your objects don't fall through the floor when you put them down [or throw them for fun]. Simply add the supplied Grabbable.cs script [OvrTouch/Script/Hands/] to your object and you should be good to go. That should get you up and running. If anyone else has useful info to share please do, the more the merrier. -julian12KViews0likes15CommentsVR Touch Steering Wheel
So I wanna make a game with car controls just like this. Currently using the latest version of Oculus Rift. I'm so close to it but I can only code the joystick (of the left hand controller) to control the steering wheel, not the user's hands. The thought process behind the following code below is that: Detect collision between user's hand and steering wheel (Success). Detect if user is gripping hand (Success). Detect if one hand is higher than the other (Can detect positions of both hands and compare values of the y-axis coordinates). Animate steering wheel based on which hand is higher. For example if the right hand is higher, rotate steering wheel to the right, left hand higher = rotate steering wheel to the left. (Fail) [code=CSharp]using System.Collections; using System.Collections.Generic; using UnityEngine; public class Oculus_Steering : MonoBehaviour { public GameObject rightHand; public GameObject leftHand; float maxTurnAngle = 45f; // Detect Collision with Player void OnTriggerEnter (Collider other) { Debug.Log("hello"); Debug.Log("LEFT: "+OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger)+" and "+ Mathf.Abs(leftHand.transform.position.y)); Debug.Log("RIGHT: " + OVRInput.Get(OVRInput.Axis1D.SecondaryHandTrigger)+" and " + Mathf.Abs(rightHand.transform.position.y)); //when leftHand elevation is higher turn wheel to left if (Mathf.Abs(leftHand.transform.position.y) > Mathf.Abs(rightHand.transform.position.y)) { transform.localEulerAngles = Vector3.back * Mathf.Clamp(-97, -maxTurnAngle, maxTurnAngle); } else { //when rightHand elevation is higher turn wheel to right transform.localEulerAngles = Vector3.back * Mathf.Clamp(97, -maxTurnAngle, maxTurnAngle); } } void Update() { //for joystick; takes the horizontal input to determine if steering wheel should rotate left or right transform.localEulerAngles = Vector3.back * Mathf.Clamp((Input.GetAxis("Horizontal") * 100), -maxTurnAngle, maxTurnAngle); } } I'm fairly new to unity and coding so if you need any more information, please don't hesitate to ask! Thank you in advanced. P.S. I am currently using the latest version of Oculus Rift. I will provide the version of game engine, and a copy of the scene I am using in the comments below later in the morning. Edit: Using unity 2018.3.11f1 and the file is too large whoops.2.9KViews1like3CommentsHow to save the head position data?
Hello, I'm working on a university project and I would like to know how can I save the position data of the oculus. I'm working on an app on Blend4web, and can add a script in it (even though I know very little about coding). The data are needed to analyze the head position over time.889Views0likes2Comments