I am starting to develop an application in Unity 5.1.2f and integrate Oculus Utilities for Unity V0.1.0-beta.
In Player Setting->Others Settings : I have checked "Virtual Reality Supported".
When I click on "Run Button" in Unity the application starts in my Oculus DK2 and it looks great but when I built the app for "PC , Mac & Linux Standalone " it also works on the Oculus but the two view interfer and do not show a clear image . the left side is too far from the right side.
So how can I configure the building to get a nice view like the one I see when emulating directly in Unity ?
Thanks for help!
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I have to be missing something:
I installed node.js, installed react-360, created the Hello360 app but can't get the page to go into VR Mode in my Oculus Quest via the Oculus Browser. It just looks the same as it does on a PC.
After googling for a while found a note that said it only works with https so I got that working and ... nope no VR.
Under Windows 10 Professional.
React 360 uses the WebVR API. Oculus Browser removed support for WebVR in version 9. This is why it's not entering VR.
The replacement for WebVR is WebXR. You might want to pick up a different library which supports WebXR, like AFrame.
immersiveweb.dev has some links to other frameworks (yes, including React 360, but that link is a 404 :P). Or you could go bare-handed with the WebXR API directly.
It looks like the live React-based project right now is https://github.com/pmndrs/react-xr based on https://github.com/pmndrs/react-three-fiber
I'm developing an VR Video Chat application using Agora.io api and Unity3D Engine, in which a main user streams his webcam from a standalone Pc to users equippped with an Oculus device.
As soon as I try to upload the VR app to the Oculus Server, I got that error:
This app uses permission(s) that are not compatible with this device: android.permission.CAMERA.
How do I overcome that issue?
Any suggestions?
I haven't programmed for Oculus yet but here are some ideas:
First you may try just to set android:required=“false” in the manifest to see what happens?
Secondly check the official Oculus documentation here to see if helps? https://developer.oculus.com/blog/tech-note-android-plugins-and-permissions/?locale=en_US
"You will need to modify your Android Manifest file. Because the Oculus Quest doesn’t have cameras (well, none that can be used for this demo) we will get rid of the camera use requirement ( ) located on line 9 in the folder Assets/Plugins/Android/AgoraRtcEngineKit.plugin "
This is a quote from this quick start tutorial which will get you up and running with Agora.io Video chat and Oculus Quest. It explains how to stream your webcam from a standalone PC to Oculus Quest. https://medium.com/#jake_agora.io/live-realtime-video-to-vr-oculus-quest-6bbb74e4fc63
Just in case anyone else falls into this. The solution posted where you remove the entry from the Agora included manifest doesn't work anymore, and I can't identify where its being added from, perhaps Agora can post a solution. The only way around it is to export from Unity, edit the Manifest to remove the unwanted camera permissions and then build in Android Studio.
I don't have a new Apple TV, but am working on prototyping a game for it using the simulator. Unfortunately, I can't seem to get GCController to list the Siri remote as an available controller, as the tvOS docs indicate. My list of controllers is always 0 elements long, even if I call startWirelessControllerDiscoveryWithCompletionHandler().
Does anyone have any suggestion or sample code for getting input from the Siri remote?
The current version of the tvOS simulator apparently does not support this functionality. I was able to try my code on a friend's dev kit, and it registered the remote as a Game Controller as expected. For now, the answer appears to be "use real hardware" or "wait for an updated to the tvOS simulator".
You might take a look at https://github.com/csgulley/AppleTVSimulatorController. It is an implementation of Game Controller that I wrote to allow testing with the Apple TV simulator.
I'm trying to follow a tutorial here:
http://www.as3nui.com/airkinect-2-0-is-here/
which deals with developing an AirKinect application in Flash Builder 4.6, which I've installed. But when I follow the steps, a bunch of menu commands that the tutorial accesses are not available to me. I'm developing an Actionscript project. When I go to the project properties, and click the actionscript build path from the left, in the video there are 3 tabs - source path tab, library tab, and native extensions tab, but I don't see native extensions tab. Furthermore, on the left, he has a menu called Actionscript build packaging - I do not have this. Lastly, he uses a command stage.nativeWindow.visible = false - when I use that it says it is an undefined property. I think that all of these issues have to do some how with the matter of native applications in flash builder, but I'm not sure. Anyone know what's going on?
You've probably started your project with the wrong settings. When you create a new ActionScript Project in Flash Builder 4.6, you can choose how it will run: in a browser or using AIR:
You should select the button "Desktop (runs in Adobe AIR)" under 'Application Type'. Then you will also see that native extensions tab in your project properties.
I don't know how to change an existing project into an AIR Desktop project but it should not be too difficult to create a new one and move your existing code into it.
The default camera showing up is the back camera using Camera getCamera
I want to know how to switch to front camera.
Also Camera names length is showing only length as 1 and not 2 , but i am having a front and back camera on galaxy tab, so i think it should show 2 names.
Please let me know a way out to this.
I am using air 3.1 , which is the latest version at present.
and the application is built in Flex 4.6 version
Air for Android only supports the back facing camera -- at least that might have been the case until very recently.
I have downloaded and saved the AS3 API reference from Adobe. On my local copy of the docs, it says this about the Camera.names property:
On Android, only one camera is supported, even if the device has more than one camera devices. The name of the camera is always, "Default."
However, when I look at the docs online, that comment is no longer there. So maybe Air 3.2 (released yesterday) now supports both cameras on Android!
Online docs:
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/media/Camera.html#names