Hyperscan App suggestions
I know this has probably been said but I thought I'd throw in a few suggestions: Do we know if there's an ability in the works to alter said Meta Space in the app or outside? I've got a could of scans that I've done that I would Love to alter. Do we know if there's going to be a Clip/Fly mode implemented? That in it's self would help in visualizing. Like my Room for instance, in planning out thing to move or placing new items in it. Setting Start position on boot up of room, changing Bound walls Is one's self explanatory. Being able to set a starting point and changing the bound walls that may have been picked up wrong by the app. Is there going to be a User Interface while playing in said rooms. e.g.: setting up portals to other rooms or experiences, Changing lighting or mood, Using placed objects, adding/playing music, etc. (Here's a far reach one) Importing popular 3D model Files. I have been a Blender 3D user for over 25 years and as a personal thing I would to be able to import my personal files to be in my environment (I know this is asking Allot more that the software can handle but it's worth the try) I ask these questions because of resent development/restructuring of Meta and the whole VR landscape. Have been a Hobbyist VR user but even I can see this taking off if: marketed correctly open to feed back my the public implementation to other apps/games user interface Thank you for your time64Views0likes7CommentsSome of my Research on Designing Modular 3D Interfaces for Virtual Reality
Hi all, In a month ill be presenting my work at HCI International regarding a Modular 3D GUI system I've been developing as part of my PhD research. There is a short video below that I think may be of interest to you devs and hopefully spark some ideas around accessibility. It is video 1/3 that has been developed around my research, each with assocaited papers. In addition, I have a paper being published soon regarding removing tremors for ray-based interaction that I touch on briefly at the start. Very passionate about VR dev and especially this domain, so would like to take this post as an opportunity for discussion around VR UI and Accessible design. https://youtu.be/3NhJOPAUMCs Best of luck on your projects, copys of the pre-prints can be found in the description. Feel free to contact me on my website or twitter otherwise. - Corrie1.7KViews1like0CommentsOld user interface but on the most recent versions of Oculus software/runtime.
So in version 19 it became possible to test out the new "advanced" UI from the experimental features in the Settings. Sometime during a version 20 patch, it appears that it was no longer an optional feature, but instead became the new UI. I have had some of my users contact me and when they explain their UI, it is the old UI; Upon asking them to navigate to settings and get them to read me their version numbers, everything is the same as mine but they do not have the new UI. In fact, when they navigate to experimental features, they don't even have the experimental feature options to use the new UI. If anyone can assist me here, it would be very helpful.469Views0likes0CommentsOculus Touch controller registered as mouse input by Unity
Hi everyone, I've been working on a project in Unity where one person uses the Oculus HMD + Touch controllers to interact with the virtual environment, while another person monitors the first via PC (so on a monitor). The latter uses a (self-made) interface to enable / disable certain components for the person in VR; this interface is made with Unity's own UI elements (so: Buttons, Inputfields, Sliders, etc.). For some reason, one button of the Oculus Touch controllers - the B button on the right controller - simultaneously functions as mouse input. To give a better description: when the mouse on the PC is hovering over a UI component (e.g. an Inputfield) and the user in VR presses the B-button on the Right Touch controller, the UI component will be activated as if clicked on by the mouse. My question: has anyone encountered this before? How can I disable this? To give some further information on my predicament: I am using Unity 2017.2.0f3 I am using the OpenVR / SteamVR for Unity plug-in as the project needs to be compatible with both HTC Vive and Oculus Rift. Oculus is supported by this plug-in - the plug-in automatically recognizes the Oculus Rift and -Touch controllers when those are connected to the computer when the application is running. Input from the Oculus Touch controller is read by the aforementioned OpenVR plug-in - in particular, scripts such as "Steam VR_Trakced Controller" are used to read whatever input it receives and interprets it as a HTC Vive controller. This works perfectly fine despite the fact that Oculus Touch controllers are interpreted as HTC Vive controllers - for example, if the Thumbstick is touched, OpenVR will interpret it as that the Pad of the HTC Vive controller is touched. If it is clicked, it will register it as a Pad press. Any help would be very welcome! Thanks in advance!1.3KViews0likes0CommentsUser handedness preference
Hi, Our game is essentially point-and-click, and there's one in-game wand, which is basically a laser pointer. We've received feedback that this should track only the users preferred hand, which can supposedly be defined in the user settings. However, I haven't been able to find anything in the API to query this preference, nor have I even found this setting in Oculus Home or during the Oculus Touch setup. Is there a best practice/well-defined API to query for the user's preferred hand, and how is this setting managed so that I can change (and thus test) it in game?Solved838Views0likes1CommentUnity, 3D video and UI Overlay Issue
Can anyone help? I have 360 video running in VR using AVPro. I have a UI icon overlaid on the video to enable the user to exit. With 2D video the UI looks fine. With 3D SBS video the icon appears to double until you force your focus on it and then the video seems to double. Is there something I need to be doing with the icon to make it in focus when overlaying on 3D video?490Views0likes0Comments