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Hi all,We've just put together this tracker for the controllers that we've been using during our user testing sessions to see what is really happening (most of times users are pressing all sort of buttons and it's hard to figure it out). This can be embedded in OBS and streamed / recorded:https://www.youtube.com/watch?v=XCFC-PZKticWould love to hear your thoughts / feedback! Pietro
Hi there,I wanted to report a couple of issues with the Oculus Utilities 1.38:Oculus/Tools/Build Mobile-Quest Expansion File The asset bundle being renamed is not the one to be used as an expansion file.Let say I have an asset bundle id named "myBundle". This menu will generate multiple asset bundle files: - 2 manifest files (Asset Bundles.xml and myBundle.xml)- 1 very light 2 Kb "Asset Bundles" ---> being renamed by the script with the proper .obb name- 1 large asset bundle file named "myBundle" ---> and this is the one we want to use, not the previous oneThis makes that tool pretty useless because we then need to rename the asset bundle manually.Another big issue is in the UpdateAndroidManifest() method which injects the READ_EXTERNAL_STORAGE in the wrong node of the manifest xml. It should be added to /manifest but it's actually added to /manifest/application which prevents Gradle from building.LogsOVRManager logs a bunch of really annoying lines in the console
It stuck at processing while uploading the new binary to the channel, and I was keeping trying for several times this weekend, still doesn't work till now. Does anyone have the same problem? What possibly going wrong? I didn't encounter any error while running the project on my computer locally.
Hi guys, I'm stuck on the last test for my app, I've tried all sorts with no avail. All I want to do it turn off cameras, audio and frames being submitted when the menu button is pressed on the rift so it freezes the app. I've tried disabling cameras in a foreach loop, disabling the player gameobject, ovr controllers all sorts.I have a gameobject with a script attached to try and detect when the test will fire based on the HMD losing tracking.Here's where I'm currently at, any help would be greatly appreciated. using System.Collections;using System.Collections.Generic;using UnityEngine;public class HMDCheck : MonoBehaviour{ public GameObject OVRCameraRig; private void Update() { if (!OVRManager.isHmdPresent) { OVRCameraRig.SetActive(false); Time.timeScale = 0f;
After uploading a Rift build to Oculus with 'ovr-platform-util upload-rift-build', I see a "Code" field on the Oculus dashboard attached to the build. Is this value under control of the developer? I would like to pass my own value for "Code" as an argument to ovr-platform-util upload-rift-build. Note: I am not referring to -v. I am already passing that argument.
When we upload mobile build using ovr-platform-util its shows update date as 01/01/1970. the version of ovr is - Oculus Platform Command Line Utility - 1.35.0.000001 (Built on Wed Jan 23 2019)
When running the VRC validator using the arguments "--test TestSubmitFramesWhenNotVisible --test TestSubmitFramesWhenVisible" using version 1.33 of the validator, the TestSubmitFramesWhenNotVisible fails with 2 frames submitted.The strange thing is this same build used to pass both tests until a few days ago, before the latest Oculus Update on the 11th. We've also been working on the project, but removing the changes we made gives us the same results. Strangely, I can trick the 1.33 validator into passing TestSubmitFramesWhenNotVisible by holding my finger over the HMD's sensor when the test starts, and removing it before the 5 second wait has elapsed. As far as we can tell, the manual version of this test passes just fine, the Oculus menu appears and gameplay pauses, no longer accepting input. Here is the log showing results from both the 1.33 validator and 1.32 validator (both using 1.33 software however). 1.32 fails TestSubmitFramesWhenVisible since no frames are ever submitted
Hi Guys, I'm busy working on a project which requires the Oculus Rift in Unity. I would like to show a 360° video in a room in Unity3D.I noticed that de graphics looks a bit blurry in the oculus, while the graphics in the game window of unity looks great. For our 360° video we're using 4K and 8K material.I've tried to adjust the bits per frame in the Oculus Debug Tool from 1.0 up to 2.0 but that didn't changed anything in my opinion. Also I tried the Oculus Tray Tool to do the same thing with supersampling but the result is the same. I've wachted many tutorials but still my graphics are blurry. Even in de Oculus menu and in the runtime of Unity3D. To make it more clear i've tried to simulate the footage comparing to the game window and the Oculus view.I'm running the oculus on: Windows 10 EnterpriseProcessor: Intel Core i7-5820K 3.30 GHzGraphics Card: GeForce GTX 1080Is there an other method or has anyone the same problem, but with a solution please let me know.
Looks like there is something wrong with the OculusVRCValidator?The filename has changed and it spits out errors when I try to validate my build.C:\Program Files\Oculus\Support\oculus-diagnostics
Does anyone know what this new setting does?
Hello good people of the Oculus forums,How can I track the '# Views' an approved announcement has had, to verify effectiveness? Similar to that of a facebook post.Discoverability: Announcements: # of viewsSteve HinanMETAL VR PINBALL
I've just uploaded a new build but the test status on all channels is stuck on "Running", looking at the details shows it's stuck on "Malware Review", with a spinning circle. How long does this usually take? Or is it glitched? Been watching it now for 10 minutes.
I am not sure if anyone else has had this issue, but when I try to Super Sample the left screen does green or red. I am using a GTX 1070 Founders Edition for reference, so I should have enough power to do this. any ideas?
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