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      <title>Oculus Discussion Forums</title>
      <link>https://forums.oculusvr.com/developer/</link>
      <pubDate>Mon, 09 Apr 2018 09:43:38 +0000</pubDate>
          <description>Oculus Discussion Forums</description>
    <language>en</language>
    <atom:link href="https://forums.oculusvr.com/developer/discussions/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>Camera entering objects</title>
        <link>https://forums.oculusvr.com/developer/discussion/63477/camera-entering-objects</link>
        <pubDate>Mon, 26 Mar 2018 16:43:00 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>zachilles</dc:creator>
        <guid isPermaLink="false">63477@/developer/discussions</guid>
        <description><![CDATA[I have several imported .obj files in my game. These object's only components are mesh renderers. The only issue I am having with them occurs when the player approaches these objects from certain angles. If approached from just the right direction the player camera will end up essentially inside the object. Essentially if the player "slides" alongside the object at the right angle they end up partially inside it. They cannot walk through the object or anything just get a glimpse of the poorly rendered interior. How can I prevent this? I have tried adding rigid bodies and colliders to the player camera but the effect remains. Any ideas? Thanks.]]>
        </description>
    </item>
    <item>
        <title>Will any Gear VR controller scripts work alright with the Go controller?</title>
        <link>https://forums.oculusvr.com/developer/discussion/63868/will-any-gear-vr-controller-scripts-work-alright-with-the-go-controller</link>
        <pubDate>Sat, 07 Apr 2018 06:23:00 +0000</pubDate>
        <category>Mobile Development</category>
        <dc:creator>DHARMAKAYA</dc:creator>
        <guid isPermaLink="false">63868@/developer/discussions</guid>
        <description><![CDATA[Hi,&nbsp;<br /><br />Title says it. Does anything need to be adapted to make a script that works with Gear VR controllers work with a Go controller?&nbsp;<br /><br />Thanks in advance.&nbsp;]]>
        </description>
    </item>
    <item>
        <title>[DEV-BLOG] Introducing Oculus Start</title>
        <link>https://forums.oculusvr.com/developer/discussion/61289/dev-blog-introducing-oculus-start</link>
        <pubDate>Thu, 18 Jan 2018 21:52:36 +0000</pubDate>
        <category>General</category>
        <dc:creator>imperativity</dc:creator>
        <guid isPermaLink="false">61289@/developer/discussions</guid>
        <description><![CDATA[<div>Today, we're launching a developer program called Oculus Start aimed at providing access, support and savings to qualifying VR developers. We're launching this program to offload some of the development costs of qualified developers so that they can focus on what's really important - creating amazing VR applications.</div><p><br /></p><p>You can read more (and apply for the program) here: <a href="https://developer.oculus.com/blog/introducing-oculus-start/" rel="nofollow">https://developer.oculus.com/blog/introducing-oculus-start/</a><br /></p><br /><br />]]>
        </description>
    </item>
    <item>
        <title>SDK OpenGL samples</title>
        <link>https://forums.oculusvr.com/developer/discussion/63904/sdk-opengl-samples</link>
        <pubDate>Sun, 08 Apr 2018 17:32:21 +0000</pubDate>
        <category>PC Development</category>
        <dc:creator>whitehexagon</dc:creator>
        <guid isPermaLink="false">63904@/developer/discussions</guid>
        <description><![CDATA[Hi, Is the TinyRoom OpenGL sample up-to-date for SDK 1.24?&nbsp; I'm updating my LWJGL3 example, and want to make sure it reflects best practice, especially since I noticed a lot of changes with regard to handling the eye pose.<br /><br />Also is that the only OpenGL sample available?<br /><br />And finally, are the samples tracked on github or the like, so that I can see what has changed since 1.3?<br /><br />Thanks for your time.<br />]]>
        </description>
    </item>
    <item>
        <title>Virtual Reality SDK Oculus failed to initialize.</title>
        <link>https://forums.oculusvr.com/developer/discussion/63363/virtual-reality-sdk-oculus-failed-to-initialize</link>
        <pubDate>Thu, 22 Mar 2018 02:36:13 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>marko_rkm</dc:creator>
        <guid isPermaLink="false">63363@/developer/discussions</guid>
        <description><![CDATA[Hello, as you have seen in the title I'm having problems to Initialize the Oculus Rift SDK in Unity. I'm working in an app for samsung Gear VR.<br />the versions I'm using are these:<br /><ul><li>Unity 2017.3.1f1&nbsp;</li><li>ovr_unity_utilities_1.24.0<br /></li><li>OVRPlatformSDK_v1.24.0<br /></li><li>ovr_avatar_sdk_1.24.0<br /></li></ul>I'm following the instructions marked in this guide :&nbsp;<a href="https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unity-gsg/" rel="nofollow">https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unity-gsg/</a><br /><br />When I put play in my game the following messages appear in my console:<br />-Virtual Reality SDK Oculus failed to initialize.<div>Attempting to enable None instead.<br />-Unity v2017.3.1f1, Oculus Utilities v1.24.0, OVRPlugin v1.24.0, SDK v0.0.0.</div><div>UnityEngine.Debug:Log(Object)</div><div>OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:904)<br /><br /><img src="https://us.v-cdn.net/6024342/uploads/editor/lz/86txdl9huk8g.png" alt="" /><br /></div><br />The first one appears as a warning and the second one appears as a message. Also, I've put the 'Gear VR App Id' number in the 'OculusPlatformSettings' and these errors still appearing.<br /><br />I've made every step from 'Create an App' to 'Configuring Your App for Local Development', but I get stuck in the 'Initialize the SDK and Perform the Entitlement Check' step, basicly that step asked me to create a script for&nbsp;initialize the&nbsp;SDK with my appID but I have no idea how to use it, or if I have to use it.<br /><br />I created a script like this:<br /><br /><pre>using UnityEngine;
using Oculus.Platform;

public class AppEntitlementCheck: MonoBehaviour {

  void Awake ()
  {
    try 
    {
      Core.AsyncInitialize();
      Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback);
    } 
    catch(UnityException e) 
    {
      Debug.LogError("Platform failed to initialize due to exception.");
      Debug.LogException(e);
      // Immediately quit the application.
      UnityEngine.Application.Quit();
    }
  }

  void GetEntitlementCallback (Message msg) 
  {
    if (msg.IsError) 
    {
      Debug.LogError("You are NOT entitled to use this app.");
      UnityEngine.Application.Quit();
    } 
    else 
    {
      Debug.Log("You are entitled to use this app.");
    }
  }
}

<b></b>Could you explain to me why these error still appearing and if there's a solution? 

I'll give thanks to everyone who support me in this topic.

</pre><img src="https://forums.oculusvr.com/resources/emoji/smile.png" title=":smile:" alt=":smile:" height="20" /> 

]]>
        </description>
    </item>
    <item>
        <title>I'm having issues with the oculus not seeing my HDMI port</title>
        <link>https://forums.oculusvr.com/developer/discussion/63898/im-having-issues-with-the-oculus-not-seeing-my-hdmi-port</link>
        <pubDate>Sun, 08 Apr 2018 15:12:56 +0000</pubDate>
        <category>VR Jam</category>
        <dc:creator>nathan.karoly.5</dc:creator>
        <guid isPermaLink="false">63898@/developer/discussions</guid>
        <description><![CDATA[so I'm having issues with the HDMI connection with my oculus&nbsp;rift to my pc. I've restarted my pc and I've&nbsp;also uninstalled the oculus app and reinstalled the app having the same issue where it doesn't&nbsp;connect to the HDMI. I checked the connection between the&nbsp;headset and the pc and they're both plugged&nbsp;in all the way&nbsp;&nbsp;]]>
        </description>
    </item>
    <item>
        <title>How To Disable Eye To Neck Distance in Unity</title>
        <link>https://forums.oculusvr.com/developer/discussion/22959/how-to-disable-eye-to-neck-distance-in-unity</link>
        <pubDate>Wed, 06 May 2015 14:38:06 +0000</pubDate>
        <category>PC Development</category>
        <dc:creator>JohnDe</dc:creator>
        <guid isPermaLink="false">22959@/developer/discussions</guid>
        <description><![CDATA[Hello,<br />
<br />
i am using the <b>OVRCameraRig</b> in my Avatar, but on rotating the oculus the <b>Left/Center/RightAnchor</b> is rotating around some invisible neck anchor in a very strange way.<br />
I've tried to <b>Disable Personalized Rendering For This Eye Position</b> in the <i>Oculus Configuration Utility</i> but this setting has no effect in <b>Unity</b>. I can minimize this rotation behavior by decreasing the horizontal an vertical <b>Eye to Neck Distance</b> to 10,0mm but it is still there.<br />
<br />
Is there a way to disable the neck model of the oculus?<br />
<br />
I've tried to overwrite the <b>Eye To Neck Distance</b> to 0.0f in the OVR-Scripts but these class members are all read-only.<br />
<br />
Thanks for your help!]]>
        </description>
    </item>
    <item>
        <title>Website required?</title>
        <link>https://forums.oculusvr.com/developer/discussion/63887/website-required</link>
        <pubDate>Sun, 08 Apr 2018 00:58:26 +0000</pubDate>
        <category>Store Submissions</category>
        <dc:creator>DarkNuclear</dc:creator>
        <guid isPermaLink="false">63887@/developer/discussions</guid>
        <description><![CDATA[I'm trying to submit my app, and in 'About this App' section is says 'Do you have a website?' hinting that it is optional, however it is a required field.<br /><br />So question is: do I&nbsp;<b>need</b> to have a website to publish an app on the Oculus Store? If so I'll make one, but that's very annoying for what is a very small app that really doesn't need a website!]]>
        </description>
    </item>
    <item>
        <title>Will Oculus Go have its own store?</title>
        <link>https://forums.oculusvr.com/developer/discussion/63385/will-oculus-go-have-its-own-store</link>
        <pubDate>Thu, 22 Mar 2018 20:53:47 +0000</pubDate>
        <category>Store Submissions</category>
        <dc:creator>David.Barlia</dc:creator>
        <guid isPermaLink="false">63385@/developer/discussions</guid>
        <description><![CDATA[Presently, when you create a new project, there are two platform options:&nbsp; Rift or GearVR.&nbsp; So my question is, will Go become a third option, or will GearVR be changed to something encompassing both, like "Mobile"?&nbsp; Presumably, if there's just one store for mobile apps, then we'll need some way of detecting which device the app is running on in order to, for example, show the appropriate controller tutorial.&nbsp; Is there a way already to detect the Go device?]]>
        </description>
    </item>
    <item>
        <title>Android Oreo breaking shaders/textures</title>
        <link>https://forums.oculusvr.com/developer/discussion/63814/android-oreo-breaking-shaders-textures</link>
        <pubDate>Thu, 05 Apr 2018 22:30:33 +0000</pubDate>
        <category>Unreal</category>
        <dc:creator>Norman3D</dc:creator>
        <guid isPermaLink="false">63814@/developer/discussions</guid>
        <description><![CDATA[Hello everybody,<br />we are getting more and more reports of users having issues with Daedalus. Specifically, certain elements in the game are being rendered pitch black.<br />Here are two screenshots:<br /><img alt="" src="https://i.imgur.com/PakMKPe.jpg" title="Image: https://i.imgur.com/PakMKPe.jpg" /><br /><img alt="" src="https://i.imgur.com/s8ou2f1.jpg" title="Image: https://i.imgur.com/s8ou2f1.jpg" /><br /><br />I've personally been able to confirm this happening on a Note 8 with Exynos. Game works fine on Android Nougat, updating to Android Oreo causes the issue. Other users have claimed the same. I'm not sure if this is an Exynos-only problem or not. I only have access to Exynos devices here in Spain.<br />The amount of complaints rise steadily as the Oreo update is being pushed to users.<br /><br />There are also liquid platforms in the game, featured for the first time in the third level of stage 3 that are also experiencing this problem.<br />I'm not entirely sure if it's a problem with the shader, as you can see, the white elements in the wand still work&nbsp;(first picture). I believe it must be the cubemap that is being passed to the shader as black, which is then multiplying with the diffuse color, resulting in a black surface. The white part you see on the wand is added at the end of the shader. That would explain why it's still visible.<br /><br />It might also be interesting to note, that Daedalus uses OpenGL ES 3.1 to make use of ASTC compression, prefiltered cubemaps, and uncompressed 8-bit RGB textures sampled in the vertex shader to make the liquid platforms possible.<br /><br />The current build uploaded to the Store is running Unreal 4.16 I believe, but we have another build in a private beta channel with 4.18. The issue is present in both.<br /><br />I'm also attaching to this thread two logs. One taken with Android 7, and the other one with Android 8.<br />The main differences I can find between the logs are:<br /><br />Slightly different GL_VERSION:<br />Android7: GL_VERSION: OpenGL ES 3.2 v1.r3p0-00rel0.dce8ca6a85819d8495118734e2e3ccc6<br />Android8:&nbsp;GL_VERSION: OpenGL ES 3.2 v1.r9p0-01rel0.1af9af8f7e4030fa12a53451ae1c788c<br /><br />Different GL_MAX_TEXTURE_SIZE: (I don't think this is relevant to us, no texture exceeds 2048 in our game)<br />Android7:&nbsp;GL_MAX_TEXTURE_SIZE: 16384<br />Android8:&nbsp;GL_MAX_TEXTURE_SIZE: 8192<br /><br />It is also interesting to note that there is an error message present in both logs:<br />Error: Unsupported EPixelFormat 28<br />That error is apparently related to 32bit per channel textures, which we make no use of. <img src="https://forums.oculusvr.com/resources/emoji/confounded.png" title=":s" alt=":s" height="20" /> <br /><br />Any help is greatly appreciated as we feel a bit lost with this one.<br /><br />Thanks!<br /><br />]]>
        </description>
    </item>
    <item>
        <title>Oculus Unity VR Starter Kit Released :)</title>
        <link>https://forums.oculusvr.com/developer/discussion/63723/oculus-unity-vr-starter-kit-released</link>
        <pubDate>Tue, 03 Apr 2018 04:08:08 +0000</pubDate>
        <category>General</category>
        <dc:creator>EddieChristian</dc:creator>
        <guid isPermaLink="false">63723@/developer/discussions</guid>
        <description><![CDATA[<div><p><a rel="nofollow" href="https://www.assetstore.unity3d.com/en/#!/content/10333">https://www.assetstore.unity3d.com/en/#!/content/10333</a></p>
<p><img alt="" src="https://us.v-cdn.net/6024342/uploads/editor/qh/c6fn6g4dagk1.jpg" /><br /></p><p>The Oculus VR Starter Kit Has Been Released!! This package gives you a
 solid Framework to run around in your VR Environment and Interact with 
Objects.
<br />I wrote this for my students in the VR classes I teach, originally. 
The goal was to get students past the technical stuff quickly so they 
could go straight to telling their stories. Now in a couple of minutes 
they can walk around and use objects in their environment.
<br />Also in the past, with supplied scripts, there were problems with 
memory issues in Unity. By writing all the code myself, I was able to 
remove all these issues.
<br />And of Course, Since this code is constantly being used in both 
Class and Production Environments, It will always be updated with new 
features.</p>
<p>I hope people Enjoy the kit and I look forward to seeing all the cool stuff people make with it.</p></div>More NFO Here: <a href="https://grfxman.artstation.com/projects/8830n" rel="nofollow">https://grfxman.artstation.com/projects/8830n</a><br /><br />]]>
        </description>
    </item>
    <item>
        <title>Internationalization / get Oculus Rift PC runtime user language through platform SDK?</title>
        <link>https://forums.oculusvr.com/developer/discussion/49653/internationalization-get-oculus-rift-pc-runtime-user-language-through-platform-sdk</link>
        <pubDate>Mon, 13 Feb 2017 13:18:01 +0000</pubDate>
        <category>Platform SDK Development</category>
        <dc:creator>sourcenity</dc:creator>
        <guid isPermaLink="false">49653@/developer/discussions</guid>
        <description><![CDATA[I'm writing a multi-language Rift app. I noticed that in the Oculus Rift PC runtime settings, you can pick a language (Settings &gt; General &gt; Language Preference). <br /><br />My question: Should games respect this setting? If so, how can I get the language preference through the platform SDK (or any other way?) Or is the idea to just use the OS language?<br /><br />Thanks.<br />]]>
        </description>
    </item>
    <item>
        <title>Custom Oculus Avatar Mesh on Unity</title>
        <link>https://forums.oculusvr.com/developer/discussion/63506/custom-oculus-avatar-mesh-on-unity</link>
        <pubDate>Tue, 27 Mar 2018 05:33:55 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>camland</dc:creator>
        <guid isPermaLink="false">63506@/developer/discussions</guid>
        <description><![CDATA[I am using the following documentation to load a personalized avatar into my unity project:&nbsp;<a href="https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-unity/" rel="nofollow">https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-unity/</a><br /><br />We have followed steps 1-4 on this documentation, including creating an oculus app id and pasting it in both the OculusAvatars and OculusPlatform.&nbsp;<br /><br />I am running into two issues:<br />1. The "PlatformManager.cs" already exists in the project (it is included in the OvrAvatar folder)<br />2. When I use a unique name like "PlatformManager1.cs" and continue the remaining steps, my personalized avatar does not load, the standard blue avatar remains.<br /><br />The only console error I get is "Unrecognized message type: 78859427"<br /><br />Am I doing something wrong? Is there an updated guide for including the personalized avatar in Unity? Please help!<br />]]>
        </description>
    </item>
    <item>
        <title>Center Hand Anchor in GearVR Controller</title>
        <link>https://forums.oculusvr.com/developer/discussion/63863/center-hand-anchor-in-gearvr-controller</link>
        <pubDate>Sat, 07 Apr 2018 01:25:13 +0000</pubDate>
        <category>Mobile Development</category>
        <dc:creator>vbalbio</dc:creator>
        <guid isPermaLink="false">63863@/developer/discussions</guid>
        <description><![CDATA[Hi!<br />We're developing some tests for a game and we think that the best model to control it is to center the HandAnchor. <br />We're using some -X Offset (in Right Hand Anchor) but we can't find an perfect value for it. What is the best way to change the Hand Model to center it in X axis of user? Or better there's any change we can change the Arm Model of the GearVR Controller as in Daydream? I hate those comparisons but they are a lot more opened about it (<a href="https://developers.google.com/vr/elements/arm-model" rel="nofollow">https://developers.google.com/vr/elements/arm-model</a>)<br />Thanks!<br /><br />]]>
        </description>
    </item>
    <item>
        <title>Proper way to switch pawns after server travel</title>
        <link>https://forums.oculusvr.com/developer/discussion/63862/proper-way-to-switch-pawns-after-server-travel</link>
        <pubDate>Sat, 07 Apr 2018 00:13:38 +0000</pubDate>
        <category>Unreal</category>
        <dc:creator>Jarrod84</dc:creator>
        <guid isPermaLink="false">63862@/developer/discussions</guid>
        <description><![CDATA[I'm using unreal to create a match.&nbsp; The lobby pawns are different than the in game pawns, and we have a lobby room set up for the host and players to wait before the game starts. I set the pawns to spawn and posses the player controller in the PlayerController BP that I have set up, and everything spawns fine in the initial lobby.&nbsp; The EventBeginPlay only fires in the PlayerController when the map is loaded, and not during server travel.&nbsp; After the new map is loaded through server travel, the new pawns don't spawn, and the players are left controlling the SpectatorPawns.&nbsp; I was going to try firing the string I need in the PlayerController from the Level Blueprints, but I'm asking on here because I'm using a Github build and it takes forever to package the game for testing.&nbsp; I was going to fire the string with a custom event set to Multi-Replicate.<br />]]>
        </description>
    </item>
    <item>
        <title>The pest</title>
        <link>https://forums.oculusvr.com/developer/discussion/63812/the-pest</link>
        <pubDate>Thu, 05 Apr 2018 19:55:51 +0000</pubDate>
        <category>General</category>
        <dc:creator>jimthegrim</dc:creator>
        <guid isPermaLink="false">63812@/developer/discussions</guid>
        <description><![CDATA[I'm trying to figure out if I'm being too much of a pest, or if I need to be more of one.&nbsp;<br />I applied for a Go dev kit a little while back, and after submitting my application, I was asked to upload a build so they could more easily make their decision.&nbsp;<br />After uploading my build I received an email welcoming me to the Oculus Start program, but no word on whether or not I had been okayed for the Go.&nbsp;<br />I waited a few days and sent a response to the original email thread containing the hardware request, but heck if I know whether that's the right place to properly get in contact. My emails are probably going to some dude named Gary in the mail room who's being driven closer and closer to complete insanity with each misplaced request from me that appears in his inbox..&nbsp; <img src="https://forums.oculusvr.com/resources/emoji/lol.png" title=":lol:" alt=":lol:" height="20" /><br />I really don't at all want to be a bother.&nbsp;I'm just not sure if&nbsp;I'm possibly contacting the wrong department, need to wait longer for a response, or if I just missed the bus entirely.<br />Tbh this whole Oculus Start thing is really new to me and I'm still having a hard time scraping together a clear idea of how it all works.<br /><img src="https://forums.oculusvr.com/resources/emoji/smile.png" title=":smile:" alt=":smile:" height="20" />&nbsp;<br />]]>
        </description>
    </item>
    <item>
        <title>How to implement Room scale with locomotion</title>
        <link>https://forums.oculusvr.com/developer/discussion/61203/how-to-implement-room-scale-with-locomotion</link>
        <pubDate>Mon, 15 Jan 2018 20:06:39 +0000</pubDate>
        <category>Game Design</category>
        <dc:creator>Welby</dc:creator>
        <guid isPermaLink="false">61203@/developer/discussions</guid>
        <description><![CDATA[Hi,<br /><br />I'm trying to implement an artificial locomotion.. You can simple move around with the thumbstick of the Oculus Touch. However if you wish to move with your room scale you can do it as well.<br /><br />Now where's the problem.. I'm using the standard OVRPlayerController to do that and everything works fine but when i move myself in roomscale the collider stay back in its original position (of course.. because only the camera is moving and not the collider itself).<br /><br />So i'm wondering what's quickest and better way to accomplish this? Should i completely change the way i move my character in order to move its collider with it?<br /><br />The problem is.. if i move the collider with the camera while i'm using the current system.. everything goes nuts because OVRPlayerController uses a Character controller which use physics and so if I force the collider to move the player will easly bounce around.<br /><br />Instead i was thinking something like a raycast to make sure the player is always on the right height and translate him instead of relying on physics.&nbsp;<br /><br />Suggetions?&nbsp;<br /><br />TLDR: I need a system to have both locomotion and roomscale in VR while still being able to detect triggers and other stuff.]]>
        </description>
    </item>
    <item>
        <title>question for developers about teleportation</title>
        <link>https://forums.oculusvr.com/developer/discussion/61173/question-for-developers-about-teleportation</link>
        <pubDate>Sun, 14 Jan 2018 17:08:40 +0000</pubDate>
        <category>Game Design</category>
        <dc:creator>Jommy_Beatlabash</dc:creator>
        <guid isPermaLink="false">61173@/developer/discussions</guid>
        <description><![CDATA[<p>I'm not a gamedesign expert, but I'm hoping to find out if it's easy for developers to customize the way teleporting happens. within unity or unreal engine, or any other tool. for example when using the touch, to have the aim arrow in a straight line with a fixed length&nbsp;instead of a bow, and still retain the ability to rotate where you will be facing (like in robo recall) and then add the ability to switch between&nbsp;3 lengths with a button in your right hand. You might be asking to yourself &nbsp;" but why? "&nbsp; good question. I'm thinking this way you could also teleport to a spot in the air if you are a flying a dragonball z-esque character.&nbsp;you could battle people in the sky appear behind them hit them with great agility. I want to play this. Looking forward to your reactions</p>]]>
        </description>
    </item>
    <item>
        <title>Trouble setting up Rift on a Perfect new VR Computer!</title>
        <link>https://forums.oculusvr.com/developer/discussion/63855/trouble-setting-up-rift-on-a-perfect-new-vr-computer</link>
        <pubDate>Fri, 06 Apr 2018 20:37:20 +0000</pubDate>
        <category>General</category>
        <dc:creator>Woody3D</dc:creator>
        <guid isPermaLink="false">63855@/developer/discussions</guid>
        <description><![CDATA[In 9 days I have been unable to get my Rift working (again) on the same machine I built for it,&nbsp; and have used for months with some problems - but it worked.&nbsp; Now all this trouble getting it to run, and ALL I DID WAS RE-INSTALL Win 10 Pro 64! Same Room, Same Cables, Same Sensors, Same Everything. BUT I can NEVER GET PAST the 'Hold Controller Up To Eye Step' click trigger and green circle goes around.&nbsp; it always ends with REQUEST TIMED OUT everytime. I have tried EVERYTHING,&nbsp;<br /><br />SO TO MAKE THIS AS SIMPLE AS POSSIBLE:<br /><br />A new 7-th gen machine&nbsp; (that gets HIGHEST POSSIBLE MARKS running the OCULUS COMPATIBILITY TOOL (All Green Check Marks with + SYMBOLS), and a Fresh copy of Win 10 Pro 64&nbsp;<br />+ a Rift&nbsp;<br /><br />They don't seem to want to play!<b><i><u><br /></u></i></b><br />]]>
        </description>
    </item>
    <item>
        <title>Demo Mode Forced Exit</title>
        <link>https://forums.oculusvr.com/developer/discussion/63851/demo-mode-forced-exit</link>
        <pubDate>Fri, 06 Apr 2018 19:50:12 +0000</pubDate>
        <category>PC Development</category>
        <dc:creator>brucegirdlestone</dc:creator>
        <guid isPermaLink="false">63851@/developer/discussions</guid>
        <description><![CDATA[Hello,<br /><br />When running with demo mode turned on, and infinate timeout, my unity application exits if I take the headset off for +-10 seconds.<br />Is there a way of stopping this in code?<br /><br />Thanks,<br /><br />Bruce]]>
        </description>
    </item>
    <item>
        <title>Create/Find Oculus Sessions using C++ Oculus subsytem</title>
        <link>https://forums.oculusvr.com/developer/discussion/63798/create-find-oculus-sessions-using-c-oculus-subsytem</link>
        <pubDate>Thu, 05 Apr 2018 16:42:21 +0000</pubDate>
        <category>Unreal</category>
        <dc:creator>gavmacca</dc:creator>
        <guid isPermaLink="false">63798@/developer/discussions</guid>
        <description><![CDATA[Hey Oculus Dev's,<br /><br />I'm looking at setting up Oculus sessions using C++. I'm basically trying to get the same functionality as the blueprint nodes but in C++, I want to do this because I want to add custom properties to the session settings, which you cannot do via blueprints.<br /><br />The oculus documentation is very vague on how to create/find oculus sessions. I have managed to create a session but it is not listed when I try to find sessions. With the OVR blueprint nodes you can use find matchmaking sessions and you have to provide the pool names, I'm assuming this is where the problem lies when creating the C++ sessions?<br /><br />So my questions are:<br /><br />1. Is there a special way that you need to create/find sessions when using the Oculus Sub System? Is there a particular create session function that needs to be used via C++?<br />In comparison to the steps taken here: <a href="https://wiki.unrealengine.com/How_To_Use_Sessions_In_C%2B%2B" rel="nofollow">https://wiki.unrealengine.com/How_To_Use_Sessions_In_C++</a><br /><br />2. How do you provide the pool name when Creating/Finding sessions via C++?<br /><br />Do I need to add it to the session settings, here is an example:<br /><pre>SessionSettings = MakeShareable(new FOnlineSessionSettings());

			SessionSettings-&gt;bIsLANMatch = bIsLAN;
			SessionSettings-&gt;bUsesPresence = bIsPresence;
			SessionSettings-&gt;NumPublicConnections = MaxNumPlayers;
			SessionSettings-&gt;NumPrivateConnections = 0;
			SessionSettings-&gt;bAllowInvites = true;
			SessionSettings-&gt;bAllowJoinInProgress = true;
			SessionSettings-&gt;bShouldAdvertise = true;
			SessionSettings-&gt;bAllowJoinViaPresence = true;
			SessionSettings-&gt;bAllowJoinViaPresenceFriendsOnly = false;

			SessionSettings-&gt;Set(SETTING_MAPNAME, FString("NewMap"), EOnlineDataAdvertisementType::ViaOnlineService);

			// Set the delegate to the Handle of the SessionInterface
			OnCreateSessionCompleteDelegateHandle = Sessions-&gt;AddOnCreateSessionCompleteDelegate_Handle(OnCreateSessionCompleteDelegate);

			// Our delegate should get called when this is complete (doesn't need to be successful!)
			return Sessions-&gt;CreateSession(*UserId, SessionName, *SessionSettings);</pre><br />Any pointers would be greatly appreciated!<br /><br />]]>
        </description>
    </item>
    <item>
        <title>Chack if grabbed</title>
        <link>https://forums.oculusvr.com/developer/discussion/63845/chack-if-grabbed</link>
        <pubDate>Fri, 06 Apr 2018 17:44:56 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>ramptoetsenbord</dc:creator>
        <guid isPermaLink="false">63845@/developer/discussions</guid>
        <description><![CDATA[I want to make a game where you use joysticks to move a mech and I want that when the joysticks are released that they just go back into their primary positions.<br />I have searched for hours how to check if the object gets grabbed but failed.<br /><br />if anyone could help, that would be great!]]>
        </description>
    </item>
    <item>
        <title>Can GPU instanced meshes be skinned on Android?</title>
        <link>https://forums.oculusvr.com/developer/discussion/63785/can-gpu-instanced-meshes-be-skinned-on-android</link>
        <pubDate>Thu, 05 Apr 2018 06:32:35 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>firagabird</dc:creator>
        <guid isPermaLink="false">63785@/developer/discussions</guid>
        <description><![CDATA[<div>I'm currently researching the capabilities of a Gear VR game built in Unity. A big question is if I can do a big RTS-like scene within the draw call budget. From what I've gathered, the way to do this is using Graphics.DrawMeshInstancedIndirect, which allows GPU instanced meshes to also be skinned. However, what little info I found with regards to Android indicate that this is either unsupported or buggy.</div><div><br /></div><div>Can anyone knowledgeable with Unity and this feature shed some light on this?<br /></div>]]>
        </description>
    </item>
    <item>
        <title>Different Gear VR app download depending on device</title>
        <link>https://forums.oculusvr.com/developer/discussion/63764/different-gear-vr-app-download-depending-on-device</link>
        <pubDate>Wed, 04 Apr 2018 16:51:53 +0000</pubDate>
        <category>Mobile Development</category>
        <dc:creator>holosean</dc:creator>
        <guid isPermaLink="false">63764@/developer/discussions</guid>
        <description><![CDATA[Hi,<br />We're pushing out an application for the Gear VR which contains a stereo 360 video component.<br />The resolution and framerate of the video that can be played back depends on the gpu and therefore the device playing it (i.e. the Galaxy S6, S7, S8 or S9)<br />We would like to optimize the experience for each user, so therefore want to choose higher resolution video for the S8/S9 users than the S6/S7 users.<br />Is it possible to package an app for the store which gets delivered to the correct device? Or have you got to create content for the lowest common denominator to pass QA on the store?<br /><br />The video is currently packaged with the app rather than being downloaded/streamed afterwards.n I understand that may be a solution but for best UX we would like to package the app and have the user download in one if poss.<br /><br />Hope someone out there can help shed some light on this?<br /><br />We're using Unity btw (though that shouldn't matter)<br /><br />Thanks]]>
        </description>
    </item>
    <item>
        <title>Is it possible to use Unity Multiplayer Networking</title>
        <link>https://forums.oculusvr.com/developer/discussion/62040/is-it-possible-to-use-unity-multiplayer-networking</link>
        <pubDate>Sat, 10 Feb 2018 16:57:38 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>ki7a</dc:creator>
        <guid isPermaLink="false">62040@/developer/discussions</guid>
        <description><![CDATA[Hi!<br />I wonder if it is possible to use Unity Multiplayer Networking for GearVR?]]>
        </description>
    </item>
    <item>
        <title>Game - Not compatible</title>
        <link>https://forums.oculusvr.com/developer/discussion/63718/game-not-compatible</link>
        <pubDate>Mon, 02 Apr 2018 23:22:44 +0000</pubDate>
        <category>Store Submissions</category>
        <dc:creator>pekayatt</dc:creator>
        <guid isPermaLink="false">63718@/developer/discussions</guid>
        <description><![CDATA[Hi there,&nbsp;<br /><br />I am trying to share a game that still not released to make a Beta of it. But after adding the mail of the user, he got to see the game (that is for GearVR) but it says that it is not compatible with his device.<br /><br />He has a Samsung S6, and the game has been tested in this platform for quite some time, could it be a problem with the system? Am I doing anything wrong?<br /><br />Cheers,]]>
        </description>
    </item>
    <item>
        <title>Not getting expected status from Friend-&gt;GetPresence()</title>
        <link>https://forums.oculusvr.com/developer/discussion/63840/not-getting-expected-status-from-friend-getpresence</link>
        <pubDate>Fri, 06 Apr 2018 15:48:51 +0000</pubDate>
        <category>Unreal</category>
        <dc:creator>Fredrum</dc:creator>
        <guid isPermaLink="false">63840@/developer/discussions</guid>
        <description><![CDATA[<br />Hello,<br /><br />we are not getting the result returned that we would have expected from a GetFriendStatus command that the programmer has made for Unreal.<br />This has been made into an unreal node that gets triggered manually for now for testing.<br />I have tested with both players running different online accounts on two computers simultaneously.<br />Both have got through the checks and are otherwise listed correctly from the same function, for example I get the correct friend names.<br /><br />The ones I was expecting True from but are getting a False are:<br />(I didn't try&nbsp;Presence.bIsPlaying)<br /><pre><code>OculusFriend.bIsPlayingSameGame = Presence.bIsPlayingThisGame;
OculusFriend.bIsJoinable = Presence.bIsJoinable;</code></pre><br />Here's a larger snippet from the code:<br /><pre><code>// Now that we are sure that everything worked, try to actually get the FriendList
      TArray&lt;TSharedRef&lt;FOnlineFriend&gt;&gt; FriendList;
      FriendInterface-&gt;GetFriendsList(LocalUserNum, ListName, FriendList);

      // Iterate over the FriendList and fill in all Data into our Dummy Struct
for (TSharedRef&lt;FOnlineFriend&gt; Friend : FriendList)
{
  // Get Presence State
  FOnlineUserPresence Presence = Friend-&gt;GetPresence();
  // Dummy Array Entry
  FOculusFriend OculusFriend;

  OculusFriend.DisplayName = Friend-&gt;GetDisplayName();
  OculusFriend.RealName = Friend-&gt;GetRealName();
  OculusFriend.StatusString = Presence.Status.StatusStr;
  OculusFriend.bIsOnline = Presence.bIsOnline;
  OculusFriend.bIsPlaying = Presence.bIsPlaying;
  OculusFriend.bIsPlayingSameGame = Presence.bIsPlayingThisGame;
  OculusFriend.bIsJoinable = Presence.bIsJoinable;
  OculusFriend.bHasVoiceSupport = Presence.bHasVoiceSupport;
  OculusFriend.PresenceState = (EOnlinePresenceState::Type)(int32)Presence.Status.State;
  OculusFriend.UniqueNetID = Friend-&gt;GetUserId();

  OculusFriendList.Add(OculusFriend);
}</code></pre><br />Like I said, the&nbsp;<br /><pre><code>Friend-&gt;GetDisplayName();</code></pre>and<br /><pre><code>Presence.bIsOnline;</code></pre>works so at least partially this is working.<br /><br />Is there anyone that knows what's up or can verify that this should be working?<br />Is there anything else in particular that I am expected to do to flip these to True?<br /><br />Cheers<br />Fredrik<br /><br /><br />]]>
        </description>
    </item>
    <item>
        <title>[Unity] Clipping through rigid walls when rotate in a certain angle</title>
        <link>https://forums.oculusvr.com/developer/discussion/63843/unity-clipping-through-rigid-walls-when-rotate-in-a-certain-angle</link>
        <pubDate>Fri, 06 Apr 2018 16:29:19 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>Hoaxs</dc:creator>
        <guid isPermaLink="false">63843@/developer/discussions</guid>
        <description><![CDATA[First time posting here, I hope this is the correct place. I'm working on a student project using Unity and Oculus, I don't have a lot of experience with either but my game world is coming together. I'm using the SDK, plugins, and avatar from the Oculus dev section.<br /><br />I've had one main issue that is causing me a bit of an issue when it comes to clipping. <br /><br />The first was with stairs, using the locomotive function, with the snap rotation I seem to be clipping through objects that have rigid bodies. Depending on what the locomotive rotation is set to then altered using physical turning will affect how if I climb the stairs correctly or if I clip through half of the stairs before climbing. The same is now happening with the walls. If I turn one rotation and walk into a wall I don't collide with the wall until I'm halfway inside it, but if I turn myself&nbsp;180 degrees with the right stick and physically turn my view I hit the wall like its meant to.<br /><br />I have no idea what I'd google to find a solution to this, I can provide a diagram or video footage if what I've written doesn't make sense.&nbsp;]]>
        </description>
    </item>
    <item>
        <title>Virtual Reality SDK Oculus failed to initialize, why?</title>
        <link>https://forums.oculusvr.com/developer/discussion/63464/virtual-reality-sdk-oculus-failed-to-initialize-why</link>
        <pubDate>Mon, 26 Mar 2018 02:26:11 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>nerdVRBuddy</dc:creator>
        <guid isPermaLink="false">63464@/developer/discussions</guid>
        <description><![CDATA[Ok so i downloaded Unity 2017.4.0f1<br />I also got the latest Oculus Utilities. <br /><br />And when i press play this are the messages i get<br /><br />Virtual Reality SDK Oculus failed to initialize.<br />Attempting to enable OpenVR instead.<br /><br />XR: OpenVR Error! OpenVR failed initialization with error code VRInitError_Init_PathRegistryNotFound: "Installation path could not be located (110)"!<br /><br />Virtual Reality SDK OpenVR failed to initialize.<br />Attempting to enable None instead.<br /><br /><br />Unity v2017.4.0f1, Oculus Utilities v1.24.0, OVRPlugin v1.24.0, SDK v0.0.0.<br />UnityEngine.Debug:Log(Object)<br />OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:904)<br /><br />*****************<br />I don't know why i get that. In My Player Settings&nbsp; /XR Settings&nbsp; I have Virtual Reality Supported checked and then listed are the Oculus&nbsp; with an arrow pointing to it and then below that OpenVR.<br /><br />And i intend to build for the RIft. <br />This process worked fine back in Unity 5 when i tried it. But what should i do to make it work in Unity 2017.4?<br /><br /><br /><br /><br /><br /><br /><br />]]>
        </description>
    </item>
    <item>
        <title>Rift in standby (isUserPresent=false) produces much more CPU/GPU load than active app</title>
        <link>https://forums.oculusvr.com/developer/discussion/63830/rift-in-standby-isuserpresent-false-produces-much-more-cpu-gpu-load-than-active-app</link>
        <pubDate>Fri, 06 Apr 2018 10:56:08 +0000</pubDate>
        <category>Unity</category>
        <dc:creator>vOwl</dc:creator>
        <guid isPermaLink="false">63830@/developer/discussions</guid>
        <description><![CDATA[Dear Pro-Developer,<br /><br />we're developing an Rift VR-App using Unity 2017.3.1 and discovered an issue when Rift is not mounted (not in use).<br />The normal (Rift mounted) CPU/GPU (GTX1070) is 10/8%. The Standby-Load (Rift UNmounted)&nbsp;pushes the CPU/GPU load to 38/40% () !<br />We discovered that the reason for that is, that unity is rendering (~90fps) in normal mode, but ~1000fps in standby mode which causes the high CPU/GPU load.<br /><br />We tried to fix that behaviour with "Application.targetFrameRate" but this won't work if VR is active in unity :-((<br />The issue happens with Oculus Integration AND native Unity with different unity versions 2017.2.* 2017.3.*.<br /><br />Any idea how to fix that? (The system is running for several ours and is in standby 70% of the time)<br /><br />Thanks in advance and best regards<br />Mario]]>
        </description>
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