oculusgo

Build failed after creating oculus go manifest in Unity 3D

烂漫一生 提交于 2020-02-05 16:01:33
问题 I am trying to publish an Oculus GO application build with Unity 3D. I follow the OVR instructions for publishing such apps which can be found here: https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ The instructions mention that you have to use Oculus -> Tools -> Create Store Compatible AndroidManifest.xml and then fill it with the details of your application. The AndroidManifest.xml file the Oculus Tool produces is the following: <?xml version="1.0"

Build failed after creating oculus go manifest in Unity 3D

允我心安 提交于 2020-02-05 15:54:52
问题 I am trying to publish an Oculus GO application build with Unity 3D. I follow the OVR instructions for publishing such apps which can be found here: https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ The instructions mention that you have to use Oculus -> Tools -> Create Store Compatible AndroidManifest.xml and then fill it with the details of your application. The AndroidManifest.xml file the Oculus Tool produces is the following: <?xml version="1.0"

Build failed after creating oculus go manifest in Unity 3D

倾然丶 夕夏残阳落幕 提交于 2020-02-05 15:53:50
问题 I am trying to publish an Oculus GO application build with Unity 3D. I follow the OVR instructions for publishing such apps which can be found here: https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ The instructions mention that you have to use Oculus -> Tools -> Create Store Compatible AndroidManifest.xml and then fill it with the details of your application. The AndroidManifest.xml file the Oculus Tool produces is the following: <?xml version="1.0"

Using Raycast instead of Gaze Pointer

こ雲淡風輕ζ 提交于 2020-01-05 04:56:11
问题 I'm new to VR development,I'm using oculus integration so I made a ray line with the line renderer , but now I need to make this line interactive with everything like a gaze pointer (objects,UI, Scrolls..),, I'm testing my project on Oculus Go I have tried a lot of tutorials but no one focuses on this point. Here's my attempt at the code: RaycastHit hit; if(Physics.Raycast(transform.position,transform.forward ,out hit,0.8f)) { if(hit.collider != null) { if (OVRInput.Get(OVRInput.Button

Unity and Oculus Go. Read/Write on the internal storage

只谈情不闲聊 提交于 2020-01-01 03:45:27
问题 I'm building a Oculus Go App with Unity. I'm trying to create a txt file in the internal storage of the GO. (The one you see when you plug the HMD to your PC). I tried those differents paths, none of them seems to work : Application.persistentDataPath /mnt/sdcard/myFolder //storage/emulated/0/Android/data/myFolder. If someone knows the correct one that would be cool Thank you ! 回答1: This is the write function: File.WriteAllText(Path.Combine(_directoryPath, fileName), _text, System.Text

How to include OVRManager in Three.js Scene?

六眼飞鱼酱① 提交于 2019-12-12 20:06:45
问题 I have created several Three.js/Javascript demo applications that I'm experimenting with in my new Oculus Go. I'm trying to enable the Go Controller to do stuff in my applications, and according to the Oculus Developer Center, the best thing to do is to include OVRManager in my scene so I have access to that API. That sounds good, but for all the documentation (https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrinput/) I can't see HOW to add OVRManager to my scene! I

Is it possible to copy/paste/type (eg. a password) from an app into the Oculus Quest headset?

|▌冷眼眸甩不掉的悲伤 提交于 2019-12-12 19:21:27
问题 Currently there doesn't seem to be an easy way to copy/paste text in the Oculus Quest, nor to 'type' into a companion app and have it sent into the headset (at least that I have seen). This makes it extremely challenging to enter complex passwords from password managers, etc. I have read some articles that say it might be possible to pair a bluetooth keyboard with the headset, which would be slightly better, but still doesn't allow me to copy/paste from my password manager. Does anyone know

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