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      <title>Oculus Discussion Forums</title>
      <link>https://forums.oculus.com/developer/</link>
      <pubDate>Mon, 11 Sep 2017 09:27:32 +0000</pubDate>
          <description>Oculus Discussion Forums</description>
    <language>en</language>
    <atom:link href="https://forums.oculus.com/developer/discussions/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>Samsung s7 has worse performance than samsung s6</title>
        <link>https://forums.oculus.com/developer/discussion/52576/samsung-s7-has-worse-performance-than-samsung-s6</link>
        <pubDate>Tue, 09 May 2017 11:01:30 +0000</pubDate>
        <category>Mobile Development</category>
        <dc:creator>yurii.karpiuk</dc:creator>
        <guid isPermaLink="false">52576@/developer/discussions</guid>
        <description><![CDATA[On Gear VR samsung s7 has worse performance than samsung s6.<br />In test scene we have only 25&nbsp;persons (~48k tris) with animation. And OVRDebugInfo show 55-60 fps on Galaxy S6, but on Galaxy S7 show 29-33 fps.<br />Unity 5.6.0f3<br />How can this be explained?<br />]]>
        </description>
    </item>
    <item>
        <title>Will Oculus Gear submission allow Signature Scheme V2 apps anytime soon?</title>
        <link>https://forums.oculus.com/developer/discussion/55273/will-oculus-gear-submission-allow-signature-scheme-v2-apps-anytime-soon</link>
        <pubDate>Mon, 24 Jul 2017 09:29:09 +0000</pubDate>
        <category>Mobile Development</category>
        <dc:creator>medicalrealities</dc:creator>
        <guid isPermaLink="false">55273@/developer/discussions</guid>
        <description><![CDATA[The latest version of Unity signs all APK files with&nbsp;Signature Scheme V2, however the Oculus store submission for Gear rejects this signing scheme. Is there an easy work around or does Oculus plan on allowing&nbsp;Signature Scheme V2 apps any time?]]>
        </description>
    </item>
    <item>
        <title>Ageism all over Rec Room</title>
        <link>https://forums.oculus.com/developer/discussion/57393/ageism-all-over-rec-room</link>
        <pubDate>Mon, 11 Sep 2017 01:18:52 +0000</pubDate>
        <category>Game Design</category>
        <dc:creator>SychoDawgs</dc:creator>
        <guid isPermaLink="false">57393@/developer/discussions</guid>
        <description><![CDATA[I'm 13 and I constantly get temp-banned form my high voice.]]>
        </description>
    </item>
    <item>
        <title>How can i make a "The Sims" type game if the editor can't handle it(lags minutes when press play)</title>
        <link>https://forums.oculus.com/developer/discussion/57389/how-can-i-make-a-the-sims-type-game-if-the-editor-cant-handle-it-lags-minutes-when-press-play</link>
        <pubDate>Sun, 10 Sep 2017 23:47:54 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>nerdVRBuddy</dc:creator>
        <guid isPermaLink="false">57389@/developer/discussions</guid>
        <description><![CDATA[If i have too many assets the editor lags upwards of 10 minutes or more upon pressing play. But to make a The Sims type game i would need lots of assets. Is it possible?&nbsp; I'd be Using Unity 5.6<br />]]>
        </description>
    </item>
    <item>
        <title>NPC Avatars?</title>
        <link>https://forums.oculus.com/developer/discussion/57387/npc-avatars</link>
        <pubDate>Sun, 10 Sep 2017 21:21:39 +0000</pubDate>
        <category>PC Development</category>
        <dc:creator>AndrewRyan</dc:creator>
        <guid isPermaLink="false">57387@/developer/discussions</guid>
        <description><![CDATA[Hello,<br /><br />My client and I are building a project that intends on using OVR avatars as veritable NPC's. My question is: is it possible to use several oculus accounts—each with their own customized avatar—in game(unity3d)? Is such a practice possible? Otherwise, is it possible to request a customized aka generate new avatars in the OVRSDK via some sort of constructor(i.e. material=32, hair=10, face=3, etc)?<br /><br />Thanks for any recommendations.]]>
        </description>
    </item>
    <item>
        <title>[GearVR] 3D widget performance degregation in 4.17</title>
        <link>https://forums.oculus.com/developer/discussion/56090/gearvr-3d-widget-performance-degregation-in-4-17</link>
        <pubDate>Wed, 09 Aug 2017 20:39:47 +0000</pubDate>
        <category>Unreal</category>
        <dc:creator>aussieburgerVR</dc:creator>
        <guid isPermaLink="false">56090@/developer/discussions</guid>
        <description><![CDATA[There appears to be a oculus gearvr related issue in 4.17 involving 3D widget performance / rendering.&nbsp;<br />It would be great if someone from oculus could take a look because this issue does not occur on daydream and renders 4.17 useless:&nbsp;<a href="https://answers.unrealengine.com/questions/664617/gearvr-3d-widget-performance-degregation-in-417-pr.html" rel="nofollow">https://answers.unrealengine.com/questions/664617/gearvr-3d-widget-performance-degregation-in-417-pr.html</a>]]>
        </description>
    </item>
    <item>
        <title>Documentation / examples for IAP in UE4 ?</title>
        <link>https://forums.oculus.com/developer/discussion/57379/documentation-examples-for-iap-in-ue4</link>
        <pubDate>Sun, 10 Sep 2017 16:21:31 +0000</pubDate>
        <category>Platform SDK Development</category>
        <dc:creator>motorsep</dc:creator>
        <guid isPermaLink="false">57379@/developer/discussions</guid>
        <description><![CDATA[I am failing to find any docs about how to work with IAP for Gear VR or Rift in UE4 <img src="//forums.oculus.com/resources/emoji/frowning.png" title=":(" alt=":(" height="20" /><br /><br />Is there any such info available ?<br /><br />Thanks]]>
        </description>
    </item>
    <item>
        <title>Oculus VST Plugin for DAW's needs further development for use in music.</title>
        <link>https://forums.oculus.com/developer/discussion/57376/oculus-vst-plugin-for-daws-needs-further-development-for-use-in-music</link>
        <pubDate>Sun, 10 Sep 2017 15:10:21 +0000</pubDate>
        <category>Audio Development</category>
        <dc:creator>EmpireRex</dc:creator>
        <guid isPermaLink="false">57376@/developer/discussions</guid>
        <description><![CDATA[Hello everyone. &nbsp;I'm an Electronic Music Producer that goes by EMPire REX. &nbsp;I am trying to make 4 Dimensional music, the 4th dimension being time. &nbsp;There is a lab in Hungary, called the 4DSound Institute which has been researching and developing for 4D sound for music, VR and more since 2007, but they are for Ableton users only and you have to actually go to the institute in Hungary to use the hardware/software, which can be rather expensive. &nbsp;On the other hand, I just downloaded the Oculus VST for DAW's for free. &nbsp;It's not exactly user friendly, yet, however. &nbsp;At least not for music in any case.<br /><br />I was wondering if the developers here could make a few ugrades so it can be used for a whole musical production as well. &nbsp;First and foremost is the need to amplify sounds that are being squashed to fit into a certain area of space. &nbsp;Whenever I put this plugin on any sound to specify where exactly I want the sound to appear, I tend to completely lose the sound altogether. &nbsp;Secondly, I need the ability to automate the flow of the sound in 4D as time moves forward. &nbsp;In other words, in order to make a sound spiral around ones head, I need to be able to automate the X,Y and Z axis in envelopes. &nbsp;Right now, it is set so that you have to record a sound multiple times changing one axis at a time while recording, and then bring it back into the DAW. &nbsp;This could all be done away with with what are called "automation envelopes" for all the controls in the plugin.<br /><br />Any developers interested in taking up this challenge? &nbsp;I'm sure I'm not the only one who would appreciate it. &nbsp;<br /><br />Thanks in advance. &nbsp;^_^]]>
        </description>
    </item>
    <item>
        <title>Why is the submissions support most of the time unresponsive?</title>
        <link>https://forums.oculus.com/developer/discussion/57362/why-is-the-submissions-support-most-of-the-time-unresponsive</link>
        <pubDate>Sat, 09 Sep 2017 22:14:50 +0000</pubDate>
        <category>Store Submissions</category>
        <dc:creator>krisventure</dc:creator>
        <guid isPermaLink="false">57362@/developer/discussions</guid>
        <description><![CDATA[I'm guessing the number of developers who have apps in the store must be lower than a few thousands or tens of thousands at most, compared to a support for consumers this must generate very few emails per day (maybe a few dozens or hundreds at most?).<br /><br />So I'm struggling to understand why do we have to send every questions related to our games in store 4 or 5 times before we get a response (I'm using plural after having talked to many other Gear VR developers with the same experience). I'm currently having several open requests, some of them I sent more than a month ago. Yesterday a long outdated inquiry that I made a month ago finally got answered - only this didn't help me as the question was relevant at the time when it was sent out. I once even requested to delay the release of my game that got automatically scheduled too early and even that question didn't get answered and the early release resulted in damages. I've heard back from other developers that they in fact decided to go with other VR platforms exactly because of the unresponsive support for released games here. I think this could be and should be improved by hiring more people or something.<br /><br />Sometimes when I don't get answers in email even after many attempts, just like many other devs, I end up posting my questions here (when the nature of the question allows it). Then I get official responses saying that I should ask these via the email support so that makes me think the email support is supposed to work, it just doesn't work for some reason. <br /><br />Often more than a month of response time, with repeated attempts ignored, is a big deal in my opinion.]]>
        </description>
    </item>
    <item>
        <title>OculusSampleFrameworkProject_1.5.1 won't "launch"</title>
        <link>https://forums.oculus.com/developer/discussion/48645/oculussampleframeworkproject-1-5-1-wont-launch</link>
        <pubDate>Wed, 18 Jan 2017 19:44:18 +0000</pubDate>
        <category>Mobile Development</category>
        <dc:creator>Watookal</dc:creator>
        <guid isPermaLink="false">48645@/developer/discussions</guid>
        <description><![CDATA[I have followed the instructions <a href="https://developer3.oculus.com/documentation/game-engines/1.3/concepts/unity-sample-framework/" rel="nofollow">https://developer3.oculus.com/documentation/game-engines/1.3/concepts/unity-sample-framework/</a> and <a href="https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-submission-sig-file/" rel="nofollow">https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-submission-sig-file/</a> and <a href="https://developer.android.com/studio/publish/app-signing.html" rel="nofollow">https://developer.android.com/studio/publish/app-signing.html</a> and <a href="https://dashboard.oculus.com/tools/osig-generator/I" rel="nofollow">https://dashboard.oculus.com/tools/osig-generator/I</a> have <br /><ul><li>I have added my oculussig_xxx file to Plugins/Android/assets</li><li>I have created a new keystore.</li><li>I have setup my Publishing Settings to use this keystore<br /></li></ul>Yet, I still get the error:<br /><br />"No activity in the manifest with action MAIN and category LAUNCHER. Try launching the application manually on the device."<br /><br />There are also no app icon created on my device and it is not possible to start the OculusSampleFrameworkProject.<br /><br />I know I am new to Oculus, but isn't the sample project supposed to work out of the box?<br /><br />How do I get the sample framework to start?<br />]]>
        </description>
    </item>
    <item>
        <title>APK validation fail and unable to merge manifests</title>
        <link>https://forums.oculus.com/developer/discussion/57363/apk-validation-fail-and-unable-to-merge-manifests</link>
        <pubDate>Sat, 09 Sep 2017 22:54:42 +0000</pubDate>
        <category>Mobile Development</category>
        <dc:creator>ImmersePort_Dev_Acct</dc:creator>
        <guid isPermaLink="false">57363@/developer/discussions</guid>
        <description><![CDATA[<div>I'm trying to upload a GearVR app to the Cculus store. When trying to validate it, I get the same error as this post: <a href="https://forums.oculus.com/developer/discussion/41190/apk-validation-failed" rel="nofollow">https://forums.oculus.com/developer/discussion/41190/apk-validation-failed</a>&nbsp;</div><div><br /></div><div>The problem is that I've followed all the steps to fix it mentioned in the post but it still doesn't work. After I've modified and copied the AndroidManifest.xml file to Assets/Plugins/Android I get &nbsp;the "Unable to merge manifests" error when I try to Build the APK in Unity.</div><div><br /></div><div>I'm using Unity 2017.1.0f3</div><div><br /></div><div>Does anyone have any suggestions as to what might be happening?</div>]]>
        </description>
    </item>
    <item>
        <title>OVROverlay.cs(385,20): error CS1501: No overload for method `CreateExternalTextur</title>
        <link>https://forums.oculus.com/developer/discussion/54351/ovroverlay-cs-385-20-error-cs1501-no-overload-for-method-createexternaltextur</link>
        <pubDate>Tue, 04 Jul 2017 18:18:33 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>panmaster</dc:creator>
        <guid isPermaLink="false">54351@/developer/discussions</guid>
        <description><![CDATA[I use Unity&nbsp;Unity 2017.1.0b8 (64-bit), I get error<br />Assets/OVR/Scripts/OVROverlay.cs(385,20): error CS1501: No overload for method `CreateExternalTexture' takes `6' arguments<br /><br />I am very on the &nbsp;wtf &nbsp; side with solving &nbsp;this, &nbsp;any ideas?]]>
        </description>
    </item>
    <item>
        <title>Unity 5.6.1 - Gear VR:  Choppy movements in an almost empty scene</title>
        <link>https://forums.oculus.com/developer/discussion/53040/unity-5-6-1-gear-vr-choppy-movements-in-an-almost-empty-scene</link>
        <pubDate>Tue, 23 May 2017 00:26:48 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>stevehinan</dc:creator>
        <guid isPermaLink="false">53040@/developer/discussions</guid>
        <description><![CDATA[<div>Problem: &nbsp;Unity 5.6.1 - Gear VR: &nbsp;Choppy movements in an almost empty scene. &nbsp;Samsung Galaxy 8+</div><div><br /></div><div>If I create a new Unity project and add a simple moving sphere or a default particle emitter and publish to Gear VR, the resulting movement is choppy regardless of frame rate.</div><div>Has anyone else experienced this problem.</div><div><br /></div><div>I will provide details if this is not already a known issue, as I have performed lots of troubleshooting tests already.</div><div>I'm hoping the solution is something simple like turning on a setting. &nbsp;I have setup my project as per the Oculus and Unity documentation.</div><div>What I would love is a bare bones, empty, pre-made unity project with all the correct settings for Gear VR set, TimeManager settings, etc.</div><div><br /></div><div>Thanks,</div><div>Steve</div>]]>
        </description>
    </item>
    <item>
        <title>Avatar Rotation Doubled in SocialStarter sample scene</title>
        <link>https://forums.oculus.com/developer/discussion/57345/avatar-rotation-doubled-in-socialstarter-sample-scene</link>
        <pubDate>Sat, 09 Sep 2017 04:27:23 +0000</pubDate>
        <category>Avatars SDK Development</category>
        <dc:creator>takashi35820</dc:creator>
        <guid isPermaLink="false">57345@/developer/discussions</guid>
        <description><![CDATA[I tried running the SocialStarter sample scene provided by Oculus using two Samsung GearVR but it has so many bugs. First of all, the height of the avatar is not correct, which I managed to fix it it by changing the HEIGHT_OFFSET in P2PManager.cs to -1.05f. However, I cannot fix the rotation bug whereby the rotation of the avatar of the other player is doubled. For example, if person A turn his head by 45 degrees in the real world, the avatar in the virtual world turns around by 90 degrees from the view of person B.<br /><br />I need to integrate social features on my application, anyone has any ideas on this bug?]]>
        </description>
    </item>
    <item>
        <title>Oculus Integration is not working under window build</title>
        <link>https://forums.oculus.com/developer/discussion/57071/oculus-integration-is-not-working-under-window-build</link>
        <pubDate>Fri, 01 Sep 2017 10:42:44 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>louis2009</dc:creator>
        <guid isPermaLink="false">57071@/developer/discussions</guid>
        <description><![CDATA[Just testing with&nbsp;Oculus Integration 1.15, the Controllers scene is working fine in editor mode. But not work in window build.<br /><a href="https://www.assetstore.unity3d.com/en/#!/content/82022" rel="nofollow">https://www.assetstore.unity3d.com/en/#!/content/82022</a><br /><br />Unity 5.6.3f1]]>
        </description>
    </item>
    <item>
        <title>App closed unexpectedly Gear VR Samsung s6</title>
        <link>https://forums.oculus.com/developer/discussion/57181/app-closed-unexpectedly-gear-vr-samsung-s6</link>
        <pubDate>Mon, 04 Sep 2017 21:18:29 +0000</pubDate>
        <category>Mobile Development</category>
        <dc:creator>rustam.mirzakhmedov</dc:creator>
        <guid isPermaLink="false">57181@/developer/discussions</guid>
        <description><![CDATA[Hello everyone!<br />I'm new here, so do not beat much please)<br /><br />I put osig in &nbsp;Project/Assets/Plugins/Android/assets/ and I use last Unity 2017.1.0p4 for build with Gradle<br /><br />Trying to build first time to Gear VR and when trying to open it from Oculus Home getting "App "App name" closed unexpectedly"<br /><br />You can check ADB logcat output in attachment. There is something like:<br /><br /><div>14035 14035 F DEBUG &nbsp; : signal 6 (SIGABRT), code -6 (SI_TKILL), fault addr --------</div><div>14035 14035 F DEBUG &nbsp; : Abort message: 'art/runtime/java_vm_ext.cc:470] JNI DETECTED ERROR IN APPLICATION: java_class == null'</div><div>14035 14035 F DEBUG &nbsp; : &nbsp; &nbsp; r0 00000000 &nbsp;r1 00003674 &nbsp;r2 00000006 &nbsp;r3 00000008</div><div>14035 14035 F DEBUG &nbsp; : &nbsp; &nbsp; r4 ef486978 &nbsp;r5 00000006 &nbsp;r6 ef486920 &nbsp;r7 0000010c</div><div>14035 14035 F DEBUG &nbsp; : &nbsp; &nbsp; r8 f077d464 &nbsp;r9 00000000 &nbsp;sl ef4853f4 &nbsp;fp f076a434</div><div>14035 14035 F DEBUG &nbsp; : &nbsp; &nbsp; ip 00000002 &nbsp;sp ef485300 &nbsp;lr f19029c7 &nbsp;pc f1905230 &nbsp;cpsr 600d0010</div><div>14035 14035 F DEBUG &nbsp; :&nbsp;</div><div>14035 14035 F DEBUG &nbsp; : backtrace:</div><div><br /><br />What it could possibly be?<br /><br />UPD:<br /><br />This happening with GRADLE build, when use internal unity build everything works ok. Still need to use GRADLE because of signing v2 not accepted by Oculus Store<br /><br />Thanks in advance</div><br />]]>
        </description>
    </item>
    <item>
        <title>Unity project with OVR Unity Utilites 1.16 asks to be placed into Gear VR even when VR is disabled</title>
        <link>https://forums.oculus.com/developer/discussion/57207/unity-project-with-ovr-unity-utilites-1-16-asks-to-be-placed-into-gear-vr-even-when-vr-is-disabled</link>
        <pubDate>Tue, 05 Sep 2017 13:20:15 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>medicalrealitiesmain</dc:creator>
        <guid isPermaLink="false">57207@/developer/discussions</guid>
        <description><![CDATA[Using Unity 5.6.2 or 5.6.3 with the OVR Utilities 1.16 in the project. Even when Virtual Reality Supported is disabled in the Build Settings when I build an app to a Samsung S7 or S8 the screen asking to be placed in a GearVR is displayed. It seems like the Build Settings are overwritten automatically by this plugin, if I remove the package then I can build a non VR app again. It also seems to overwrite the Android Manifest to include a permission for Read_Phone_State meaning it asks the user for permission to make and manage calls when it is first installed, which is worrying for many users. Again this permission is no longer added when I remove the Utilities.<br /><br />Is the above behaviour what is expected by using the utilities? I am developing for GearVR and Cardboard in the same project which is why I may not want to automatically change the VR SDK to Oculus.&nbsp;]]>
        </description>
    </item>
    <item>
        <title>AsyncInitialize issue</title>
        <link>https://forums.oculus.com/developer/discussion/57248/asyncinitialize-issue</link>
        <pubDate>Wed, 06 Sep 2017 13:30:10 +0000</pubDate>
        <category>Platform SDK Development</category>
        <dc:creator>JMStudio</dc:creator>
        <guid isPermaLink="false">57248@/developer/discussions</guid>
        <description><![CDATA[Hi there,<br />I'm currently working on setting entitlements in app and found some issue with async operation, espacially AsyncInitialize.<br />It is kinda stuck and not processing, I had to use normal Initialize instead. In code below, the callback OnComplete in Async is never calling. Any suggestions?<br /><pre><code>Oculus.Platform.Core.AsyncInitialize().OnComplete((Oculus.Platform.Message&lt;Oculus.Platform.Models.PlatformInitialize&gt; platformData) =&gt; {
    Oculus.Platform.Entitlements.IsUserEntitledToApplication().OnComplete((Oculus.Platform.Message msg) =&gt; {
        m_Initialized = true;
        if (!msg.IsError) // Entitlement check passed
        {
            m_EntitlementPassed = true;
        }
        else // Entitlement check failed
        {
            m_EntitlementPassed = false;
        }
    });
});</code></pre><br /><br />]]>
        </description>
    </item>
    <item>
        <title>hands don't appear in fresh clone of project -- possible gitignore issues?</title>
        <link>https://forums.oculus.com/developer/discussion/56993/hands-dont-appear-in-fresh-clone-of-project-possible-gitignore-issues</link>
        <pubDate>Wed, 30 Aug 2017 10:45:24 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>jyfchen57</dc:creator>
        <guid isPermaLink="false">56993@/developer/discussions</guid>
        <description><![CDATA[I'm currently on the latest version of unity 2017, although this issue has been happening before that. <br /><br />Making copies of the entire unity project folder has the player's hands show up fine, but the hands don't appear after a fresh git clone. I suspect that it might be an issue with the .gitignore, although I don't know many details about how the hands are rendered so it could be a completely seperate issue.<br /><br />My .gitignore is the same as <a rel="nofollow" href="https://github.com/github/gitignore/blob/master/Unity.gitignore">this</a>.<br /><br />Any help would be greatly appreciated!]]>
        </description>
    </item>
    <item>
        <title>canot run oculus with untiy 5.3.2 version</title>
        <link>https://forums.oculus.com/developer/discussion/57267/canot-run-oculus-with-untiy-5-3-2-version</link>
        <pubDate>Thu, 07 Sep 2017 02:17:13 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>mrzhang123</dc:creator>
        <guid isPermaLink="false">57267@/developer/discussions</guid>
        <description><![CDATA[hello &nbsp;Where can I download the OVRPlugin for Unity 1.3.2 now]]>
        </description>
    </item>
    <item>
        <title>[GEARVR] Stereoscopic video playback</title>
        <link>https://forums.oculus.com/developer/discussion/57336/gearvr-stereoscopic-video-playback</link>
        <pubDate>Fri, 08 Sep 2017 18:05:18 +0000</pubDate>
        <category>Unreal</category>
        <dc:creator>christian_svr</dc:creator>
        <guid isPermaLink="false">57336@/developer/discussions</guid>
        <description><![CDATA[<p>I'm on UE 4.17 - Oculus's Fork -&nbsp;<a rel="nofollow" href="https://github.com/oculus-vr/unrealengine">https://github.com/oculus-vr/unrealengine</a></p><p>I've gotten monoscopic 360 video playback functional on the Gear VR, Samsung Galaxy S7, by following this thread -&nbsp;<a rel="nofollow" href="https://forums.unrealengine.com/deve...ideo-playback=">https://forums.unrealengine.com/deve...ideo-playback=</a></p><p>But when I try to play a stereoscopic 360 video, it stutters whenever I move my head. When stationary, video is smooth as can be. This problem does not happen in the editor.</p><p>Changing the resolution, bit rate, fps, and codec of the video seems to have no effect. The jitter is still there. Anyone have any ideas what might be causing this?</p>]]>
        </description>
    </item>
    <item>
        <title>[GEARVR] Stereoscopic video playback</title>
        <link>https://forums.oculus.com/developer/discussion/57333/gearvr-stereoscopic-video-playback</link>
        <pubDate>Fri, 08 Sep 2017 18:05:18 +0000</pubDate>
        <category>Unreal</category>
        <dc:creator>christian_svr</dc:creator>
        <guid isPermaLink="false">57333@/developer/discussions</guid>
        <description><![CDATA[<p>Double post. Sorry.</p>]]>
        </description>
    </item>
    <item>
        <title>How to set up relase date + time for submit review?</title>
        <link>https://forums.oculus.com/developer/discussion/57317/how-to-set-up-relase-date-time-for-submit-review</link>
        <pubDate>Fri, 08 Sep 2017 11:11:34 +0000</pubDate>
        <category>Store Submissions</category>
        <dc:creator>joseraluy</dc:creator>
        <guid isPermaLink="false">57317@/developer/discussions</guid>
        <description><![CDATA[Hi,<br /><br />-How is the current procedure to sent up the release date? From <a href="https://forums.oculus.com/developer/discussion/55741/requests-to-change-release-date-are-ignored#latest" rel="nofollow">https://forums.oculus.com/developer/discussion/55741/requests-to-change-release-date-are-ignored#latest</a> , looks like after subnitting there are a couple of days in whuich we can say that<br /><br />-How long does normally take the submit procedure?<br /><br />Sorry if this questions are already answered in the documentation, I was looking for in there and could not find anything&nbsp;<br /><br /><br />Best regards<br /><br />Jose<br /><br /><br /><br />]]>
        </description>
    </item>
    <item>
        <title>Error: OVR44841117</title>
        <link>https://forums.oculus.com/developer/discussion/57252/error-ovr44841117</link>
        <pubDate>Wed, 06 Sep 2017 16:41:48 +0000</pubDate>
        <category>Platform SDK Development</category>
        <dc:creator>Wenkly</dc:creator>
        <guid isPermaLink="false">57252@/developer/discussions</guid>
        <description><![CDATA[Hi.&nbsp;<br />For some players calling CloudStorage.Save(...) does not work.&nbsp;<br />The error message in the callback is OVR44841117.<br /><br />Does anyone know what does it mean?&nbsp;<br />Is there any place where there are more meaningful&nbsp;descripion of the error messages?<br /><br />Thanks.]]>
        </description>
    </item>
    <item>
        <title>Unity 2017.1 performance with GearVR</title>
        <link>https://forums.oculus.com/developer/discussion/57326/unity-2017-1-performance-with-gearvr</link>
        <pubDate>Fri, 08 Sep 2017 15:40:02 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>delphinius81</dc:creator>
        <guid isPermaLink="false">57326@/developer/discussions</guid>
        <description><![CDATA[I recently updated to Unity 2017.1.0p5 and am trying to figure out why I'm now seeing a big performance hit. In 5.6, I was seeing a solid ~60 fps in my application's main scene. You are essentially a passenger on a plane that moves around an airport. No interaction, just on-rails movement for now. I'm using 1.15 Unity integration and running on a S6.<br /><br />Poly count stays consistently below 100k (between 40-80k), though draw calls sometimes top 150 (trying to figure out under what conditions). The draw call count was not causing performance problems with 5.6 builds. I've got another level select scene that runs consistently at 60, but its poly/draw count is extremely low, so it's not pushing any performance boundaries.<br /><br />Rendering settings are:<br />Auto graphics api<br />Multithreaded Rendering<br />Static/Dynamic Batching<br />GPU Skinning<br />Single Pass&nbsp;<br /><br />Performance is the same with Graphics Jobs on or off (is this even compatible with Single Pass now?)<br /><br />I'm pretty sure this is something on the Unity side of things, as my 5.6 build (with the same scene) still runs as expected. So anyone else run into performance issues and have some leads as to the potential cause?<br /><br />I'll try to keep this thread updated as I dig deeper.&nbsp;]]>
        </description>
    </item>
    <item>
        <title>UE 4.17 and crash on server side</title>
        <link>https://forums.oculus.com/developer/discussion/57321/ue-4-17-and-crash-on-server-side</link>
        <pubDate>Fri, 08 Sep 2017 13:22:09 +0000</pubDate>
        <category>Unreal</category>
        <dc:creator>ginopeloso</dc:creator>
        <guid isPermaLink="false">57321@/developer/discussions</guid>
        <description><![CDATA[<div>I have a matchmaking pool and it worked well with UE 4.16. A side creates a session and another finds and joins it.<br />I'm still able to create and join a session, but, since the update to UE 4.17, the server side crashes after some seconds the client has joined the session. It crashes only when using the Oculus subsystem and a matchmaking session (works well when using the Null subsystem and a normal session).</div><div><br /></div><div>It crashes with this error</div><div></div><pre><code>[2017.09.08-10.24.01:995][ 94]LogWindows: Error: === Critical error: ===
[2017.09.08-10.24.01:995][ 94]LogWindows: Error: 
[2017.09.08-10.24.01:996][ 94]LogWindows: Error: Assertion failed: HasReceivedClientPacket() [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\NetConnection.cpp] [Line: 684]<br /></code></pre><div></div><div><br /></div><div>So the problem is the method HasReceivedClientPacket() in the NetConnection class.<br /></div><div>This method has been introduced in UE 4.17 (it does not exist in 4.16) and this is what it does:</div><div></div><pre><code>FORCEINLINE bool HasReceivedClientPacket()
{
    return !!InternalAck || Driver-&gt;ServerConnection != nullptr || InReliable[0] != InitInReliable;
}<br /></code></pre><div></div><div><br /></div><div>May you investigate on this problem?</div>]]>
        </description>
    </item>
    <item>
        <title>Stereo Cube Maps Layout specs for gear VR ?</title>
        <link>https://forums.oculus.com/developer/discussion/27324/stereo-cube-maps-layout-specs-for-gear-vr</link>
        <pubDate>Sun, 08 Nov 2015 12:16:02 +0000</pubDate>
        <category>Mobile Development</category>
        <dc:creator>SebKaine</dc:creator>
        <guid isPermaLink="false">27324@/developer/discussions</guid>
        <description><![CDATA[Hi guys,<br />
<br />
I am trying to find the official description on how you must layout your stereo cube maps for the gear VR.<br />
Basically i am trying to find something like this in the doc ,that describe precisly the expected layout for stereo :<br />
<a href="https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Cubemaps/CreatingCubemaps/index.html" rel="nofollow">https://docs.unrealengine.com/latest/IN ... index.html</a><br />
<br />
This image was render with V-Ray :<br />
<a href="http://www.v-ray.com/downloads/Steelblue_V-Ray_CubicVR_download.jpg" rel="nofollow">http://www.v-ray.com/downloads/Steelblu ... wnload.jpg</a><br />
<br />
From what i get :<br />
the first 6*1 images on the Left = Left eye Cubemap ?<br />
the last 6*1 images on the Right = Right eye Cubemap ?<br />
<br />
Is that correct ?<br />
<br />
Thanks for your time !<br />
<br />
Cheers<br />
<br />
E]]>
        </description>
    </item>
    <item>
        <title>Queue-ahead on GearVR</title>
        <link>https://forums.oculus.com/developer/discussion/57316/queue-ahead-on-gearvr</link>
        <pubDate>Fri, 08 Sep 2017 10:37:40 +0000</pubDate>
        <category>Unreal</category>
        <dc:creator>j-lc</dc:creator>
        <guid isPermaLink="false">57316@/developer/discussions</guid>
        <description><![CDATA[Hi,<br />I'm developing a GearVR application using Unreal Engine 4.17.1, and I'd like to know the default state of the queue-ahead behaviour between CPU and GPU.<br />I tried to use the console command&nbsp;vr.oculus.EnableQueueAhead, described in UE4-Oculus.txt as "Enable full-frame queue ahead for rendering on GearVR" but it doesn't seem to do anything. Looking at the source code for the Oculus plugin, it seems that the implementation for this command is missing from OculusHMD_ConsoleCommands.cpp.<br /><br />Has anybody had any luck with using queue ahead on GearVR?<br /><br />Thanks,<br />Julien]]>
        </description>
    </item>
    <item>
        <title>Unity 5.6.1p4 worst FPS - Galaxy S6</title>
        <link>https://forums.oculus.com/developer/discussion/56656/unity-5-6-1p4-worst-fps-galaxy-s6</link>
        <pubDate>Tue, 22 Aug 2017 08:32:16 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>yurii.karpiuk</dc:creator>
        <guid isPermaLink="false">56656@/developer/discussions</guid>
        <description><![CDATA[Hello,<br /><br />After update from 5.6.1f1 to 5.6.1p4&nbsp;we have worse FPS count, from 60(on f1) to 47-50(p4) on Samsung S6 SM-G920F. But on S7 and S8 performance better than on 5.6.1f1.<br /><br /><b><i>5.6.1f1 </i></b><br /><img title="Image: https://us.v-cdn.net/6024342/uploads/editor/df/buvpeldvrqtn.png" alt="" src="https://us.v-cdn.net/6024342/uploads/editor/df/buvpeldvrqtn.png" /><br /><i><b>5.6.1p4&nbsp;</b></i><br /><img title="Image: https://us.v-cdn.net/6024342/uploads/editor/cu/qdkn0ng42zgj.png" alt="" src="https://us.v-cdn.net/6024342/uploads/editor/cu/qdkn0ng42zgj.png" /><br />Used Single Pass rendering.<br /><br /><br />Thanks<br />]]>
        </description>
    </item>
    <item>
        <title>Pending Java exception from Oculus library crashes application (GearVrRemoteForBatteryWorkAround)</title>
        <link>https://forums.oculus.com/developer/discussion/57182/pending-java-exception-from-oculus-library-crashes-application-gearvrremoteforbatteryworkaround</link>
        <pubDate>Mon, 04 Sep 2017 21:24:18 +0000</pubDate>
        <category>Mobile Development</category>
        <dc:creator>mipoloja</dc:creator>
        <guid isPermaLink="false">57182@/developer/discussions</guid>
        <description><![CDATA[I am developing a GearVR application on Samsung Galaxy S8 in developer mode. I am not using VrAppFramework, but developing as per the VrCubeWorld_SurfaceView example. Android Studio, OVR mobile version 1.7.0, debug mode. I am having a problem with my application crashing constantly when taking the following steps:<br /><br />1) Disconnect the remote by turning off bluetooth, if it's connected. The remote may need to be paired with the device first though.<br />2) Start the application<br />3) Push back button to open the return-to-oculus-menu confirmation screen<br />4) Select return to oculus menu.<br />5) Re-run the application by selecting it from the oculus menu<br />6) Application crashes<br /><br />When returning to oculus menu after step 4, the following message is invariably printed in logcat after my application's Activity terminates:<br /><br />E/ActivityThread: Activity au.com.sbs.video360.gearvr.GearVrActivity has leaked ServiceConnection com.oculus.vrapi.GearVrRemoteForBatteryWorkAround$RemoteServiceConnectionForBatteryWorkAround@6cd3897 that was originally bound here<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; android.app.ServiceConnectionLeaked: Activity au.com.sbs.video360.gearvr.GearVrActivity has leaked ServiceConnection com.oculus.vrapi.GearVrRemoteForBatteryWorkAround$RemoteServiceConnectionForBatteryWorkAround@6cd3897 that was originally bound here<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; at android.app.LoadedApk$ServiceDispatcher.&lt;init&gt;(LoadedApk.java:1399)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; at android.app.LoadedApk.getServiceDispatcher(LoadedApk.java:1294)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; at android.app.ContextImpl.bindServiceCommon(ContextImpl.java:1520)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; at android.app.ContextImpl.bindService(ContextImpl.java:1492)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; at android.content.ContextWrapper.bindService(ContextWrapper.java:711)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; at com.oculus.vrapi.GearVrRemoteForBatteryWorkAround.startRemote(GearVrRemoteForBatteryWorkAround.java:97)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; at com.oculus.vrapi.RemoteManager.bindInputServiceBatteryWorkAround(RemoteManager.java:137)<br /><br />After step 6, the following message is printed in logcat, together with a long list printing the stack traces of each thread in the system:<br /><br />JNI DETECTED ERROR IN APPLICATION: JNI CallVoidMethodV called with pending exception java.lang.IllegalArgumentException: Service not registered: com.oculus.vrapi.GearVrRemoteForBatteryWorkAround$RemoteServiceConnectionForBatteryWorkAround@6cd3897<br />&nbsp;&nbsp; at android.app.IServiceConnection android.app.LoadedApk.forgetServiceDispatcher(android.content.Context, android.content.ServiceConnection) (LoadedApk.java:1352)<br />&nbsp;&nbsp; at void android.app.ContextImpl.unbindService(android.content.ServiceConnection) (ContextImpl.java:1553)<br />&nbsp;&nbsp; at void android.content.ContextWrapper.unbindService(android.content.ServiceConnection) (ContextWrapper.java:723)<br />&nbsp;&nbsp; at void com.oculus.vrapi.GearVrRemoteForBatteryWorkAround.stopRemote() (GearVrRemoteForBatteryWorkAround.java:115)<br />&nbsp;&nbsp; at void com.oculus.vrapi.RemoteManager.bindInputServiceBatteryWorkAround(android.content.Context, long) (RemoteManager.java:132)<br /><br />The crash seems to happen upon the first native call to java side after calling vrapi_EnterVrMode(). It can be one of my own JNI calls, or even something like vrapi_RecenterPose(). I can suppress the crash by calling ExceptionClear() after vrapi_EnterVrMode(), but then the application crashes again when I finally turn bluetooth on to connect the controller.<br /><br />Note: The crash does not happen if the controller has been connected at least once during the application run. It does not seem to matter if it's connected or not upon exiting to oculus menu. The application and the remote itself work perfectly when the remote is connected.<br /><br />Am I doing something wrong? Other applications don't seem to have the same problem, but this one is really hard to solve myself since the exception arises from inside the vrapi library from java side, for which the code isn't even included in the SDK. Is there a way to ensure the release of the ServiceConnection, even when vrapi "workaround" fails to do it? What triggers the ServiceConnection cleanup code execution in vrapi anyway? Is there some way to prevent it from executing?<br /><br />Any help or insight is deeply appreciated.<br /><br /><br />]]>
        </description>
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