Oculus | The Oculus platform components for the XRTK | Augmented Reality library

 by   XRTK C# Version: 0.2.8 License: MIT

kandi X-RAY | Oculus Summary

kandi X-RAY | Oculus Summary

Oculus is a C# library typically used in Virtual Reality, Augmented Reality, Unity applications. Oculus has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

The Oculus platform components for the XRTK - Mixed Reality Toolkit.
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            kandi-support Support

              Oculus has a low active ecosystem.
              It has 10 star(s) with 3 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 17 have been closed. On average issues are closed in 40 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Oculus is 0.2.8

            kandi-Quality Quality

              Oculus has no bugs reported.

            kandi-Security Security

              Oculus has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Oculus is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Oculus releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.

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            Oculus Key Features

            No Key Features are available at this moment for Oculus.

            Oculus Examples and Code Snippets

            No Code Snippets are available at this moment for Oculus.

            Community Discussions

            QUESTION

            Uncaught TypeError: Cannot read property 'firstname' of undefined by creating a graph
            Asked 2021-May-30 at 18:07

            I'm trying to create a directed graph with my Javascript code which I created. By clicking on a node, the list of publications assigned to a keyword should be called up. The currently selected node should be highlighted in the visualisation. The details should be shown on a separate grey area which i created:

            ...

            ANSWER

            Answered 2021-May-30 at 16:05

            The error means that persona[keyName] is undefined. We are not given declaration of persona array to make better research.

            Source https://stackoverflow.com/questions/67763192

            QUESTION

            How can i create edges (links) and node in Javascript?
            Asked 2021-May-16 at 17:16

            I would like to create a graph. To do this, I have created a JSON file. The Skills (java, python, HTML, json) should be the links and the index (KayO, BenBeck) should be the nodes. Also the node must not fall below a certain minimum size and must not become too large.

            After that, I would like to be able to call up the list of publications on the right-hand side by clicking on the node. The currently selected node in the visualisation should be highlighted.

            I have already implemented from this example (https://bl.ocks.org/heybignick/3faf257bbbbc7743bb72310d03b86ee8). But unfortunately I can't get any further.

            The error message I always get is:

            Uncaught TypeError: Cannot read property 'json' of undefined

            This is what my issue currently looks like:

            The JSON file:

            ...

            ANSWER

            Answered 2021-May-15 at 14:59

            Your JSON file should be of format:

            Source https://stackoverflow.com/questions/67546326

            QUESTION

            How to mirror/clone a WebXR 'immersive-xr' HMD view to the browser
            Asked 2021-May-11 at 12:46

            How would one go about mirroring or cloning the WebXR 'immersive-xr' view from a HMD like the VIVE or Oculus in the browser using the same WebGL canvas?

            There is much discussion about copying the pixels to a texture2D, then applying that as a render texture, or completely re-drawing the entire scene with an adjusted viewTransform. These work well if you are rendering a different view, such as a remote camera or 3rd person spectator view, however both are a waste of resources if one only wants to mirror the current HMD view on the desktop.

            Self answered below as there was no solid answer when I ran into this and I'd like to save future devs the time. (Especially if they're not all to savvy with WebGl2 and WebXR)

            Note, that I'm not using any existing frameworks for this project for 'reasons'. It shouldn't change much if you are, you'd just need to perform the steps at the appropriate place in your library's render pipeline.

            ...

            ANSWER

            Answered 2021-May-11 at 12:46

            The answer is delightfully simple as it turns out, and barely hits my fps.

            1. Attach the canvas to the DOM and set it to your desired size. (Mine was fluid, so had a CSS width of 100% of it's parent container with a height of auto)
            2. When you initialize your glContext, be sure to specify that antialiasing is false. This is important if your spectator and HMD views are to be different resolutions.{xrCompatible: true, webgl2: true, antialias: false}
            3. create a frameBuffer that will be used to store your rendered HMD view. spectateBuffer
            4. Draw your immersive-xr layer as usual in your xrSession.requestAnimationFrame(OnXRFrame); callback
            5. Just prior to exiting your OnXRFrame method, implement a call to draw the spectator view. I personally used a bool showCanvas to allow me to toggle the spectator mirror on and off as desired:

            Source https://stackoverflow.com/questions/67487066

            QUESTION

            Oculus Quest 2 - Android Device is not responding on Unity on Macbook Pro - Make sure USB debugging has been enabled
            Asked 2021-May-01 at 06:59

            I build my first VR app using unity. I am getting the following error when trying to build and run on a connected Oculus Quest 2 device!

            Android device is not responding! Make sure USB debugging has been enabled and that the device has authorized this computer. Check your device, in most cases there should be a small icon in the status bar telling you if the USB connection is up.

            I have tried many different ways to get this working, I am not able to figure this out, is there anything else I can try? I have listed down things I tried and config I have!

            • I have developer mode ON.
            • When I connect USB to Macbook Pro I do get an option to Allow in oculus quest with the following message and I select "Allow":

            Allow Access to data, the connected device will be able to access files on this headset. [Deny] [Allow]

            • I see my Oculus quest device in the "Run Device" dropdown in build settings and have it selected.
            • I also installed Android File Transfer and I do see all folders and files on the quest 2 device.
            • I tried a factory reset and restarting the quest 2 device and my MacBook pro multiple time.
            • App I have built runs fine when I click the play button and also it works when I build for the macOS and run on Macbook pro.

            Screen shot for the settings and error File > Build Settings

            Thank you!

            ...

            ANSWER

            Answered 2021-Apr-20 at 07:06

            I am also developing Quest with Macbook, on Mac OS Unity, you have to install it via terminal with below command.

            Source https://stackoverflow.com/questions/67172212

            QUESTION

            Unity android manifest upload issues
            Asked 2021-Apr-30 at 13:57

            I am trying to upload my application on Oculus store but I get the following errors:

            I have read the issues but none of them are included in my Manifest. I do not need these permissions either in my application. So how do I rectify something that is not already present in the manifest?

            ...

            ANSWER

            Answered 2021-Apr-30 at 13:57

            The permissions are added by the dependencies of your app. An android manifest file is automatically merged with the manifest files of its dependencies.

            The top manifest file has the priority and can alter the values of the manifest files in its dependencies.

            To remove a permission, use the tools:node="remove" tag. For example, to remove the RECORD_AUDIO permission, add this line to your app's manifest file between the XML tags:

            Source https://stackoverflow.com/questions/67334970

            QUESTION

            multiviewGeometryShader feature does not seems to be supported on the oculus 2, what alternatives?
            Asked 2021-Apr-19 at 08:32

            So I wanted to modify the VrCuvbeWorld_Vulkan sample provided on the facebook website: https://developer.oculus.com/documentation/native/android/mobile-vrapi/ to add a geometry shader for the Oculus Quest 2. However when I tried to enable the multiviewGeometryShader feature, I was granted by a VK_ERROR_FEATURE_NOT_PRESENT error. And on http://vulkan.gpuinfo.org/displayreport.php?id=10024#features_extensions the feature is said to not be supported.

            I just need a geometry shader to calculate a value for each triangle. What would be a viable alternative? On http://vulkan.gpuinfo.org they say that the geometryShader feature is supported. Therefore, is rendering eye by eye without the multiview extension a possible solution ?

            ...

            ANSWER

            Answered 2021-Apr-19 at 08:32

            If a device supports geometry shaders and also VK_KHR_multiview, that doesn't mean that both can be used in conjunction. That only works if the multiviewGeometryShader property is true. When we looked at this in detail last year, we couldn't find any device (besides some NVIDIA Quardo, I think) that supported multiview with geometry or tessellation shaders.

            That means that you'll not be able to use geometry shaders with the VK_KHR_multiview extension for now. A good alternative could be to use geometry shader instancing and use the geometry shader instance's invocation id to direct rendering into different layers:

            Source https://stackoverflow.com/questions/67147745

            QUESTION

            Having trouble figuring out how do l combine relations in CSV in 1 run
            Asked 2021-Apr-15 at 12:55
            acquisitions table id acquisition_id acquiring_id price 1 c:11 c:4 1000000000 2 c:134 c:4 2300000000 objects table id name c:11 Instagram c:134 Oculus VR c:4 Facebook results table parent company acquired startup price Facebook Instagram 1000000000 Facebook Oculus VR 2300000000

            I have types.ts file which lookes like:

            ...

            ANSWER

            Answered 2021-Apr-15 at 12:55

            Someone sent a Pull Request on my repo & I found a simpler solution:

            Source https://stackoverflow.com/questions/67106891

            QUESTION

            SIGSEGV when calling vrapi_SubmitFrame2()
            Asked 2021-Mar-15 at 09:23

            I'm porting a game to Quest and so part of my work is to interface the engine's Vulkan renderer w/ the Oculus Mobile SDK.

            I believe I'm setting up the SDK correctly (I'm following the examples and the guidelines from Oculus' docs) but still I'm getting a nasty error when trying to submit a frame.

            Here's a high-level list of the things I'm currently doing:

            • I initialize the API.
            • I create a Vulkan instance and device w/ the expected extensions.
            • I acquire per-eye swapchains and get Vulkan handlers for each of their images.
            • I setup framebuffers and renderpasses using those images.
            • I acquire a native android window.
            • I enter VR mode (making sure the app is resumed).

            Then at the end of my render loop I setup an ovrSubmitFrameDesc and then call vrapi_SubmitFrame2(). I'm also making sure I only call vrapi_SubmitFrame2() after all work has been submitted to the GPU (I'm currently using a fence on my work queues).

            However, as I mentioned before, the call to vrapi_SubmitFrame2() fails. It currently raises a SIGSEGV inside Quest's Vulkan driver:

            ...

            ANSWER

            Answered 2021-Mar-15 at 09:23

            Let me start this by asking: who do you think would win, 18 years of experience in software development or this bad boi here '&'?

            The mystery of SIGSEGV being raised from vrapi_SubmitFrame2() was nothing more than a stupid mistake when setting OVR's synchronization queue:

            Source https://stackoverflow.com/questions/66598569

            QUESTION

            next.js with-mongodb build error. error on `next build`?
            Asked 2021-Mar-13 at 14:28

            I am trying to build a next.js project with-mongodb on it but its not working and im not sure why. The log doesn't appear to be very helpful with that the issue is (as far as i can tell) and so im not sure how to fix it. here is a copy of the log;

            ...

            ANSWER

            Answered 2021-Mar-13 at 14:28

            Today I tried again and recieved a proper error message.

            Source https://stackoverflow.com/questions/66602683

            QUESTION

            A-Frame: parent's raycaster-intersected-cleared triggered if no intersection with children
            Asked 2021-Feb-15 at 02:53

            I'm implementing a feature to get coordinate of an a-sky while moving the VR controller.

            ...

            ANSWER

            Answered 2021-Feb-15 at 02:53

            It turns out that raycaster-intersected-cleared event from parent element is fired but it does not mean that it is not intersected anymore. To confirm if it has been still intersected I have to check if getIntersection result is NULL.

            Source https://stackoverflow.com/questions/66100319

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Oculus

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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