gear-vr

How to prevent automatic re-centering when scene is loaded on Gear VR?

混江龙づ霸主 提交于 2020-01-06 15:50:55
问题 I'm using Unity 5 and OVR utilities, I'd like to avoid the scene being recentered every time I load a new scene. Basically, I'd like the player to be able to sit down and even if he's looking at his right at the moment of a new scene loading, I'd like him to be able to continue playing without having to use some manual recentering or having to change his sitting position. I've found 2 other posts with the same question but only for other VR platforms and they didn't solve my problem: Persist

How to make an app ready for 'ovrweb' protocol (to be viewed in Gear VR)?

杀马特。学长 韩版系。学妹 提交于 2019-12-25 13:38:48
问题 I have a web app that uses ThreeJS. I am currently trying to include WebVR to be used with Gear VR. I am aware that I need to link to that web app using the ovrweb protocol in order to open it in Gear VR. My problem is that it does not. Whenever I use window.location.href = "ovrweb:http://my-app-url" , I am asked to attach the device to Gear VR. But once I do so, the screen remains black. I noticed that the same thing happens whenever I use some non-VR webpage as the URL (like ovrweb:https:/

How do I detect Gear VR inputs in React VR scene?

自作多情 提交于 2019-12-21 17:52:34
问题 I am trying to create a web app using React VR and run it using Samsung Gear VR. I could not see the default white dot (VR pointer) while in VR mode in my scene. Consequently methods such as "onInput" and "onClick" are not working. The same methods work quite fine if I view the same scene outside VR mode - even using the browser provided in Gear VR. Am I missing something? How do I access those methods while in VR mode in Gear VR? Example code that works fine in normal web browser (including

Hover Menu on Skybox in Unity

心已入冬 提交于 2019-12-20 03:59:06
问题 I have a question about a VR/AR-interaction I would like to create. I want to have an image that acts as a skybox to give an aerial perspective on a landscape and allow users to hover over a part of the image to show a small panel with a description of the object they are looking at. For example, if I have a skybox of a cityscape and wanted to allow users to hover over a building and have a popup interaction displaying the name of the building, what would be the best strategy to do this? I

Auto launching of gear vr application when samsung s7 connected to Gear VR device

与世无争的帅哥 提交于 2019-12-12 04:45:08
问题 I have developed an android application using google VR SDK. It will works fine in Samsung S7.But when i attached to Gear VR device the Gear VR app launches,i can't run my application.How can i test my application with the gear VR device. I have integrated the osig signature file.But unfortunately it never works. I have seen that by installing some other apps from the playstore will help to run my application with the Gear VR device.But its not possible,b'ze i am in a testing phase and the

Samsung Gear VR - is it possible to develop in C++?

筅森魡賤 提交于 2019-12-12 03:15:29
问题 Is it possible to develop for Samsung Gear VR in C++ only and possibly combine it with Qt? According to http://www.gearvrf.org/ there's a Gear VR native library, but is it supported in any way (samples, documentation..) ? 回答1: These are actually two questions: Is it possible to develop for Samsung Gear VR in C++ only? Yes, definitely, but I would prefer Oculus native mobile SDK over your mentioned framework. Because at current stage, it is really Oculus who are pushing the software

What is the difference between ViewPort and Field Of View (FOV) in VR devices?

耗尽温柔 提交于 2019-12-12 02:45:26
问题 I understand the following. 1) ViewPort: It is like a window through which one can see the outside world. Basically, it is a 2D plane on which 3D objects gets projected. 2) Field Of View (FOV): FOV is a cone projection from the eye pupil or virtual camera. One can see everything inside that cone projection without turning the head. Monocular FOV is what a single eye can see Binocular FOV is what both eyes put together can see clearly Peripheral FOV is the region outside the binocular FOV but

Input not recognised from touchpad

血红的双手。 提交于 2019-12-11 16:49:49
问题 I am trying to extend this Roll-a-Ball tutorial to include a timer and allow the user to try again by tapping the touchpad whether they win or run out of time. This works as expected if the time runs out ( // case A below) but not if the player wins ( // case B below), where the tap does not seem to be recognised. The end message appears in both cases so it is definitely reaching those parts but I'm guessing that the program is not reaching the section with the comment // reset on tap but am

How to handle mismatch between VR headset FOV and video stream FOV?

浪尽此生 提交于 2019-12-11 06:05:08
问题 This question is based on my previous question about the difference between ViewPort and FOV. I'm writing an application which receives 360-video and renders on screen. Assume my video stream contains some information about the dimension of FOV (part of the video frame to be displayed at an instance) for each eye. Do I need to render that FOV within the ViewPort of each eye? I saw that some VR headsets advertise about their FOV. So, I think sometimes the device FOV may be different than video

Hover Menu on Skybox in Unity

帅比萌擦擦* 提交于 2019-12-02 07:52:00
I have a question about a VR/AR-interaction I would like to create. I want to have an image that acts as a skybox to give an aerial perspective on a landscape and allow users to hover over a part of the image to show a small panel with a description of the object they are looking at. For example, if I have a skybox of a cityscape and wanted to allow users to hover over a building and have a popup interaction displaying the name of the building, what would be the best strategy to do this? I have the skybox created but have run into perspective issues when trying to add a button over a specific