The "I'm effin Quarantined" Megathread
Governments across the Globe are in Quarantine, so I figured that this community could use a thread to discuss our first-hand experience of its impact. As a side note, I never would have guessed that a global pandemic would be the primary driver to getting VR more mainstream! :p For me, I had taken a long break from VR. I have maybe engaged in VR for 1 hour ever 2-3 weeks. It's been that way for nearly 6 months now. Mostly because I feel that I've experienced so much since I first acquired my Rift in 2016; I got to the point that everything (even new AAA titles) started to feel like 'more of the same.' This is something that has impacted me before. For example, I began gaming with the Atari 2600 as a kid, moved on to NES, SNES, Sega, and eventually PC Gaming. But I took a very long break from gaming (over 5 years) because I hit a point where everything on every gaming platform felt like a regurgitation of something I've done before. However, now that I'm stuck home for at least 2 weeks during quarantine... it's time to jump back on to the fray! So... What games/experiences will you be engaging in with VR? What non-VR activities will be occupying your time? Are you one of the people who can work from home during quarantine? Or is this pandemic negatively impacting your job? Are you hoarding food and toilet paper? I'll answer first: I will be (finally) completing SkyrimVR. Before I took my VR "break," I had already completed both DLC's in SkyrimVR, and I'm already near the end of the main quest. After that, I will be loading up Stormland. I'm playing through Divinity Original Sin for the first time, in preparation for the upcoming release of Baldur's Gate 3. Beyond software, I will be doing lots of exercise.. Gotta keep up the conditioning! Since I'm a software engineer who has been working from home primarily for at least the past 10 years, this quarantine will be... more of the same. I'm a non-hoarder, but wondering if I will regret it.20KViews8likes155CommentsAligning world with Guardian Play Area
I seem to be at a loss for I have been working on this problem for the last couple of days. I am trying to create a game where the player walks through the environment by walking around their play area given it meets the requirements (7 ft x 7 ft). I, however, seem to not be able to make the world align with the play area. I am able to get the play area and calculate where the player is inside of the play area as well as calculate the angle in which the world needs to be rotated to become aligned with the play area. Nothing that I do has seemed to work despite the numbers I have gotten. Has anyone else done this and can give me pointers or a solution on how this might be done?Solved9.8KViews2likes17CommentsWhy does my gameObject's mesh edges were flickering in Oculus?
Hello Guys, I am making a quite big world for my game in Unity for Oculus Rift. Initially when I tried my game with default settings it looked somewhat blurry and mesh edges were flickering like a hell (especially trees). So I changed RenderScale value to 2 from 1. It made huge difference in my game quality but FPS went below 60 and then I adjusted RenderScale value to 1.2 so now my game quality is okay and FPS is also okay. But the problem I'm facing now is the flickering in mesh edges. I even tried with 8x MSAA but still flickering exists. Does anyone know how to solve this. FYI : THOSE FLICKERING PROBLEM IS ONLY IN OCULUS SCREEN, PC MONITOR DOES NOT SHOW THAT MUCH FLICKERING Oculus Version : Oculus Rift CV1 Current Settings : Rendering Path -> Forward, AA -> 8x MSAA, VSync -> Disabled, Color Space -> Gamma, Stereo Rendering Method -> Single Pass. PC Specs : RAM -> 32GB, Processor -> Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz 4.00 GHz, Gfx -> NVIDIA GeForce GTX 1070 If you guys need additional Info, I will provide :smile:6.6KViews0likes9CommentsDreaming about being in VR
I never had dreams about being in VR until I got the Gear VR. Once I got the CV1, dreaming I'm in VR became more frequent. One time I actually fell asleep with my headset on and had a dream I was in VR. Imagine how I felt when I actually woke up and still had the headset on. I'm sure reading Ready Player One and watching Sword Art Online contributed to my dreams. Anyone else having dreams about being in VR?5.1KViews1like18CommentsWhat was your favorite VR Holiday gift?
I'm curious as to how many folks received a Holiday Gift specific to Virtual Reality. Whether a piece of Hardware or Software. For me it was the GelPro Elite Floor Mat: I stood on this for an hour straight playing through the Single Player campaign of The Unspoken; the difference was impressive. Having been on my feet in VR for many long hours beginning back in April of 2016, I can say that having a high-end stress-relief floor mat feels awesome. There are plenty of other great mat's out there, and I highly recommend any of them to anyone who spends a great deal of time with Standing Experiences in VR. Anyone else get any fun/cool VR gifts?4.6KViews3likes30CommentsLoading html5 videos in Oculus Web Browser
Hi everyone! I'm working on an application in AFRAME, where mp4 videos are loaded "on-demand" with javascript, but i have problems. Sometimes the Oculus Web Browser, despite the explicit load() of the video, does not start the loading, and does not track any event related to the video (no progress/canplay etc). Could it be a problem with caching or mp4 codecs? Is there a preferred way/best practice to loading html5 videos? Here is the main code, which works on Chrome/Firefox desktop & Android. Any reference/example could help a lot, thank you! var promisePlay; videoEl.src = src; videoEl.load(); videoEl.crossOrigin = "anonymous"; videoEl.addEventListener("progress", (e) => { var videoEl = e.target; console.log(' progress: ' + this.bufferedVid(videoEl), " ", videoEl.readyState); }, false); videoEl.addEventListener("canplaytrough", (e) => { console.log(" canplaytrough:", videoEl.id, videoEl.readyState); }, { once: true }); videoEl.addEventListener("stalled", (e) => { console.log(" stalled: " + this.bufferedVid(videoEl)); //try to load again videoEl.load(); }, false); videoEl.addEventListener("waiting", (e) => { console.log(" waiting: " + this.bufferedVid(videoEl)); //videoEl.load(); }, false); videoEl.addEventListener("canplay", (e) => { console.log(" canplay:", e, videoEl.id, videoEl.readyState, this.bufferedVid(videoEl)); faceEl.setAttribute("material", "src: #" + videoEl.id); promisePlay = videoEl.play(); var isPlaying = videoEl.currentTime > 0 && !videoEl.paused && !videoEl.ended && videoEl.readyState >= READY_STATE_FLAG && this.videoFlags[videoEl.id].playing; if (!isPlaying & promisePlay !== undefined) { promisePlay .then(() => { faceEl.setAttribute("material", "src: #" + videoEl.id); let vidObj = { volume: 0 }; AFRAME.anime({ targets: vidObj, volume: 0.85, duration: TIME_FADEIN_VOLUME_MS, easing: "linear", update: function() { videoEl.volume = vidObj.volume; } }); console.log(" *prom* playVideo: ", videoEl.id, videoEl.src, videoEl.readyState, videoEl.currentTime, videoEl.paused, videoEl.ended); }) .catch(err => { // AFRAME.log("*prom* err: playVideo:"+ err.toString()); console.log(" *prom* err: playVideo:" + err.toString()); }); } }, { once: true });3.1KViews0likes2CommentsMR-to-VR transition
Hi there, I have a simple question for anyone who can answer it. Are there examples of apps that are live right now that transition from Mixed Reality to Virtual Reality? Is this something that is permitted within the bounds of the current Unity All-In-One SDK? I have a client who wants to make a critical narrative moment out of starting an experience with a few objects in Mixed Reality, inviting you over to a certain vantage point outside of where you're currently standing but near you, and then switching to fully-immersive VR once you enter the trigger point. Is this something that someone has done before? Is there a way to toggle between the passthrough of Mixed Reality functionality and a fully-rendered environment like the old days? Alternatively, has anyone faked this before by e.g. messing with the passthrough visiblity in scripting and then throwing up a skybox or something similar? I'm just starting the initial R&D phase of this project and am just getting started with the Presence Platform but I have been doing both Unity and Unreal-based Oculus development since the early days. Just trying to reach out to the community early on to get some insight into precedent as I start to dig into the SDK myself. Thanks!Solved2.7KViews0likes3CommentsOculus GO Permission screen shows package name instead of game name
Hi, I have sideloaded an apk file of my game that has an ALPHA on the oculus release channel. My game has Oculus Avatars, so there will be a permission page asking if "This [game name] can access your microphone". The problem is the [game name] is showing my package name instead of my game name. How do I change it so it will show the game name?2.2KViews0likes9CommentsWhen I set Time.timeScale to 0, the Oculus touch controllers are not tracking.
To pause my game, I am setting Time.timeScale to 0 in Unity3d. When I do that, headset is being tracked but controllers are not moving. The touch controllers are getting struck the moment the timeScale becomes zero. When timeScale is reset to 1, the touch controllers are again getting tracked and are moving. I didn't face this problem with the earlier version. In the new 1.11 update, I am facing this issue. Can anyone provide me a solution for it ?2.2KViews1like3Comments