Run without Oculus home for use at exhibitions
Hi, we've bought an Oculus CV1 for use for developing and displaying artworks at exhibitions. Everything works fine with 3rd party VR apps enabled, however whenever the VR art software isn't running the headset displays Oculus home with a big ugly "please log in" message. Ideally we'd like a way to not have this screen come up if for some reason the VR software isn't running, is there any way to just have the blank grid, or nothing at all? Also we're a bit concerned that we need to log in to Oculus home to access the enable 3rd party VR apps option, we don't really want to have to use our login all over the place to get the headset set up and enable 3rd party apps, is there any way to enable 3rd party apps without logging in? Is there a developer / kiosk edition of the runtime that doesn't include Home? That would be very useful for use cases like this.4.8KViews1like10CommentsVR lounge room
I wanted to do a modern Oculus room that looked similar to the hallway entrance to some of the high rise apartments they have in Norwalk, CT. Open-Wooden-Staircase-Open-Plan-Living-Room-Design-with-Cozy-Black-and-White-Sofa-927x619.jpeg I designed the staircase in Lightwave then used an Export ASE file format so I could get it into UDK. Only one problem- I dont know how to export the UV maps. I heard I'm supposed to use _mat matching the file-name that I export it to. modeler.png I got the collision working by adding block volumes around the UDK environment, So you can go up the stairs and also not go through the railing. I'm just wondering if the size ratio justifies. test.png4.5KViews0likes4CommentsTyping here or leaving recorded voice messages and replies?
If there was a system or a way we could leave messages to our forum peeps then that would have been great. Its nice to hear someone's voive rather than type away. It also means that voice messages can interpret replies in a genuine manner so that we know if someone is kidding around or being serious about their comments and messages.3.9KViews0likes24CommentsImplement Login Operation When User Not Entitled
Hi there, I'm now doing Oculus integration for my project and not able to find a way to implement in-game login in all those best practices. What I wanna achieve is that when user fails entitlement check, we'll give him/her another chance to login. Anyone got idea on this? Thanks in advance.Solved3.7KViews0likes3CommentsBrendan Trexler Iribe - The most powerful and greatest CEO and Co-founder
Its takes a lot to be a CEO and it take great vision and hard work to be what Brendan Trexler Iribe is today. I certainly envy his brain power. He is highly respected and has a great sense of dealing with business. He has turned Maryland all around and certainly Facebook won't be what it is if Brendan did not form a partnership with Mark Zuckerberg. I certainly admire Brendan as he has put his body, heart, soul and mind to make what oculus is today. Well done Brendan! God bless you and God bless your mother who gave birth to such a progeny. Well done once again!!!3.6KViews0likes12CommentsIs there a way to disable Oculus Home autostarting?
During development, whenever I put on the HMD for testing, first I get an "empty compositor" that only shows the Oculus dashboard with Explore, Library, Store, Social and so forth. This also has "Home" and "Desktop" - so if I want to enter Home, I could simply click "Home". But I actually almost never want to start up home. Unfortunately, after a brief moment (probably a loading time), "Home" opens up. Is there a way to disable this, so "Home" only opens up when I click "Home" on the dashboard? I wouldn't mind completely getting rid of Home if that's easier - but just not automatically loading it would be fine.3KViews0likes5CommentsCustom Oculus Home Lighting (and Blender 2.8)
I have been wrangling with a problem implementing emissive lighting on my textures in a custom home for the last week and am hoping someone can shed some light (pun intended). I have 'Oculus_Wall' type textures working well, reacting to the Internal Lighting slider, but the same node setup on custom textures without the 'oculus' tag does not react to light sliders when I export as a glb from Blender 2.8. I've come to a standstill after trying the following test. Using the 'Cafe' custom home example, I noticed that the wood textures used emissive light that reacted to the Internal Lighting slider. I imported the Cafe GLB into Blender 2.8, then exported it back out with no changes. This process stopped the wood textures reacting to the internal light slider. I'm assuming this is probably a bug of the GITF implementation for Blender, but wondered if anyone has succeeded in implementing this variable lighting with a Blender workflow, and if so, what steps am I missing? Any help, examples, or pointers to discussions on implementing lighting within Oculus home appreciated.2.5KViews0likes7CommentsHow to submit a Unity build to Oculus Home for the Rift
Hello everyone, From what I understood (https://developer.oculus.com/documentation/publish/latest/concepts/publish-prep-app/) if you want your app to be published on Oculus Home you need to submit a .exe file to Oculus "If it is for Gear VR, you will submit an Android APK. If it is for Rift, you will be submitting an .exe file. ". My problem is that when I build VR apps with Unity the .exe alone won't work if it's not with the "Data" folder. Does anyone have experience with that? Should I include all the files in a .zip and submit the zip to Oculus? Thank you! Baptiste2.4KViews0likes3Comments