oculus

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

BLE and Bluetooth gamepad options for Oculus

ぃ、小莉子 提交于 2019-12-11 17:49:33
问题 I'm planning to build a mobile app that sends over BLE a joystick commands with HID over GATT. Does Oculus external gamepad option will be able to connect to it? or it works only with Bluetooth?? therefore BLE won't work? I would appreciate if you could point me to similar examples. Thanks 回答1: Yes you can use HID over GATT with BLE to control Oculus. At least last time I tried the game Smash Hit with a standard BLE mouse the mouse button did the same thing as the oculus built in button. 回答2:

Oculus 0.8 SDK Black Screen

我们两清 提交于 2019-12-11 12:46:00
问题 I'm trying to make a very basic example of rendering to the Oculus using their SDK v0.8. All I'm trying to do is render a solid color to both eyes. When I run this, everything appears to initialize correctly. The Oculus shows the health warning message, but all I see is a black screen once the health warning message goes away. What am I doing wrong here? #define GLEW_STATIC #include <GL/glew.h> #define OVR_OS_WIN32 #include <OVR_CAPI_GL.h> #include <SDL.h> #include <iostream> int main(int

Unity Oculus locking hand positions in 1 axis while allowing for movement in the others when grabbing objects

你离开我真会死。 提交于 2019-12-11 06:35:23
问题 I am trying to lock the models hands to an object when an object is grabbed. Currently the object in my project has been locked to only allow for movement in the Y and Z axis when it is grabbed. I want to lock the players hand position in the X axis when the object is grabbed but return to regular hand tracking when released. (An Example of this is grabbing a door knob in VR, you want the hand to stay fixed to the door knob until released) I have tried playing around with parenting the hands

Access Oculus Go Controller via GamePad API in Oculus Browser?

霸气de小男生 提交于 2019-12-11 04:04:43
问题 I'm testing out a couple of my three.js apps in my new Oculus Go. I'm wondering if it's possible to access the controller just using the GamePad API that seems to be available today with the major browsers. Looking at the Oculus documentation, it seems like it can be done through the OVRManager that comes with Unity, or through UnReal Blueprints. But I'm trying to avoid another learning curve, as well as bulking up my apps if I can avoid it. As a newbie to VR, it seems the most favorable way

Web Browser in Oculus Go VR application built with Unity

馋奶兔 提交于 2019-12-10 10:32:53
问题 I am currently trying to find a way for having a web browser in a VR application. Basically the goal is to open a page like https://stackoverflow.com in a panel and to have it scrollable through the oculus go controller. I already did some research on plugins for achieving this like this but none of them seems to work on the oculus go. 回答1: From what I could find, the best solution is this 3D browser plugin. It's not slow or buggy like the other options I tried and it just works by placing a

Web Browser in Oculus Go VR application built with Unity

扶醉桌前 提交于 2019-12-06 05:26:40
I am currently trying to find a way for having a web browser in a VR application. Basically the goal is to open a page like https://stackoverflow.com in a panel and to have it scrollable through the oculus go controller. I already did some research on plugins for achieving this like this but none of them seems to work on the oculus go. From what I could find, the best solution is this 3D browser plugin . It's not slow or buggy like the other options I tried and it just works by placing a prefab in your scene that you can click and scroll. void CreateWebView(float width, float height, Vector3

Oculus taps AI to improve image search results

霸气de小男生 提交于 2019-12-04 23:55:37
Today, the Facebook-owned virtual reality company Oculus announced that Oculus Link, which lets you plug a standalone Quest headset into your gaming PC so you can play Oculus Rift games, is out now in beta. On its own, the cordless Quest is less powerful than its wired cousin, the Rift S. But by plugging the Quest directly into a VR-ready PC with Oculus Link, it seems like it could be able to run much more powerful VR experiences if Link works as promised. Oculus says on a support page that you’ll need to have a “high-quality” USB 3 cable and a computer that supports a list of minimum

Three.js - VRControls integration - How to move in the scene?

筅森魡賤 提交于 2019-12-03 22:12:49
问题 I use Three.js to render and move (my orbitControl changes camera.position) in a small scene. Now I have an oculus rift. So I added VRControls and VREffect. There is no problem to move the head. But I can no more move in the scene because VRControls override the camera parameters : object.quaternion.copy( state.orientation ); // object is the camera I thought that it was easy to correct : I have only to update the camera instead of overriding it : object.quaternion.copy(stateOrientationQuat

Persisting angle of solid objects while rotating

限于喜欢 提交于 2019-12-02 14:47:54
问题 I am new to Unity and Oculus . I have a bunch of images (their path and other information are loaded from a JSON file) which I am trying to render in a VR room. And want to give the user an experience that he can move these images within that room using Oculus Touch . I placed an Empty Object which has a script that iterates through JSON and creates a prefab object (which has Rigid body , Box Collider and OVRGrabbable -so that it can be grabbed in VR, components). Moreover this prefab object