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peterept

Oculus Start Member

peterept Oculus Start Member

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peterept
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  • Well this thread is a blast from the past. You can certainly download image by image, which is pretty straight forward to code up using a download and Texture2D loading a PNG or JPG. But, these days you can use hardware decoding video to play it b…
  • I wasn't sure what answer you meant on that page. But, for anyone else, the answer is yes - you can tell the difference between the controller and the built-in gearvr trackpad by passing the controller sources into the OVRInput.Get() method. eg:  …
  • Hi Tom, I know you answered the "foot controller" question above, but what I don't like about those are that they are more focused on seated, or stationaty experiences, where-as I love VR that encourages you to move around. Have you done…
  • Hi mollymaria, For GearVR dd you generate your OSIG file correctly, and make sure it is in the correct folder in Unity (assuming you are using Unity)? https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-submission-sig-file…
  • One option is to use OptiTrack cameras with passive markers on the Rift and controllers. I wrote this blog article on how to do it: http://talesfromtherift.com/optitrack-for-vr-and-unity3d/
  • Thanks Cyber.  I'm running a large event with many GearVRs and they communicate to a central LAN server for content/multiplayer. I wanted to log whether the phone is currently plugged in or not to the USB power pass-thru.
  • For anyone who might have a similiar need, I created a solution using the USB power cable. Power cycling the power to all the GearVRs will cause the content to start playing (or a long power cycle will cause it to reset). i wrote up my method in t…
  • I have a blog post on how to do this: http://talesfromtherift.com/vr-avatars/ Good luck!
  • I use Unity 5.3.4p1 as 5.3.4p4 is not officially supported yet AFAIK. Everything else you list sounds good. You could remove everything and re-install. I wrote up the full steps below: http://talesfromtherift.com/build-your-first-vr-app-f…
  • Late afternoon here in Oz now and a public holiday. No idea yet when KS rifts will be sent/arrive down here.
  • If you know where the IR camera is located in the real world, you should be able to move the align in scene objects with that point. What's not working for you?
  • Hi, Since no-one has said thank you, I'll just take a moment to say "Thank you!". It's this kind of work that is a key contributor to everyone producing better and more consistent Unity experiences. Just out of interest, I use extended c…
  • Are you sure that is the shader you were previously using? That one is not the one from Oculus. Install the Oculus Utilities, and use the "Unlit Crosshair" shader in OVR/Moonlight/Shaders folder: // Unlit alpha-blended shader.// - no ligh…
  • You could instead apply the extra rotations to the parent transform. Btw are you doing all axis - or only yaw? I did a similar scenario for a Fast turn mode when pressing a button. Worked quite well: http://talesfromtherift.com/vr-look-turn/
  • Yes - button down and up events are only valid for one frame. You shouldn't be placing your code in a subclass of an Input Manager - it's job is to route events. Place your code in a separate MonoBehaviour whee you check in the Update() method.
  • You're making the correct calls. If it's not working then somehow your code is not being executed - put a debug just before it (verify you see it in editor with left mouse click - then on gearvr using logcat). I wrote up this blog post about the g…
  • If it helps, attached is the script I used with animations to fade in, fade out and fade in-out. Drag the prefab as a child of your main camera. When you want to fade out, just use: Fader.Instance.FadeOut(() =>{ Application.LoadLevel(&q…
  • Thanks Peter - I can confirm your fix works! In the context of a multi-user scenario, I assume it's quite a heavy operation to decode the audio stream, is there any way to decode the visemes only on the local users device, and then transmit them wi…
  • Thanks for all the feedback! I have uploaded an updated version with: 1. Mirrors - So you can look at yourself talking! 2. Name Tags - Above the avatars heads IMPORTANT NOTE: A lot of people keep just missing each other - if you are going to try…
  • If you are using Lip Sync with texture flip in a prefab, obviously you can edit OVRLipSyncContextTextureFlip.cs to access a new material. But if you want to avoid changing the Oculus scripts, here is a script that will do it for you. Place it on the…
  • Ahh, found the issue. It is because the way OVRLipSyncContext works is it has a material for the mouth textures which has to match the material on the mouth renderer. Now, when you instantiate a prefab of it, obviously all objects have the same ma…
  • Your game object with OVRTouchPad is being destroyed when you LoadLevel. You can either 1. Make it live forever by calling DontDestroyOnLoad: http://docs.unity3d.com/ScriptReference ... nLoad.html Or 2. Add a game object to every level that has…
  • I've used that control system in mine, and I prefer it. I wrote up this detailed instructions (with code) about how to do it: http://talesfromtherift.com/vr-avatars/ Sorry, it's a long post, so skip to section 6 "Look Move Mode" which i…
  • Lets just all agree the standard is to make every game put the player in an office chair on coasters. (or well, let you choose the correct chair to match your own). VIVE has the Chaperone system. We can have the Chairaeron system. LOL []-)
  • Not using OVRScreenFade, but you could use the code I posted for creating splash screens fade in/out: http://talesfromtherift.com/vr-splash/ Basically, this can be done easily with Canvas UI Group Panel set to Black that is parented to the camera …
  • I created a small self-contained unity package to track VR analytics to MixPanel.com. Just create an account on MixPanel, import the package below into Unity, drag the prefab into your scene and set your MixPanel ID. Now you have full user stats - …
  • If your using a Look based input, make sure you have disabled the existing UI input managers: It sounds like you have multiple input managers confusing the event system. Alternatively search your code for any Input.Mouse calls as the trackpad is…
  • It might be the freeze is while activating the main scene - it sounds like something big being loaded on scene startup. If you debug out after the isDone if statement, maybe you can spot if that occurs before the freeze - which points to something g…
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