Occulus | standalone web based administrator console for EverQuest | Runtime Evironment library
kandi X-RAY | Occulus Summary
kandi X-RAY | Occulus Summary
A standalone web based administrator console for EverQuest Emulator servers
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Occulus
Occulus Key Features
Occulus Examples and Code Snippets
Community Discussions
Trending Discussions on Occulus
QUESTION
I'm exploring the possibilities for development in VR for a project I already did in UWP with C#. I don't expect to cut and paste it in Unity, don't worry, I'm fully aware it's much more complex than this. So I'm doing it in C# using Unity and would like to be able to port the application on the Gear VR/Occulus platform, Google Daydream as well as the Mixed Reality.
However, as I painfully found out numerous time, choosing the wrong development kit and realizing later that it's a dead-end is an enormous waste of time. But I can't seem to find a good explanation of the various libraries options (e.g. Mixed Reality Toolkit, OpenVR, Vuforia) that would allow me to chose a path.
Anobody could point me to a good technical document outlining the benefits and limits of each approach?
Thanks!
...ANSWER
Answered 2019-Mar-18 at 12:22Mixed Reality Toolkit
claims or at least has the goal in the future to support all platforms or at least the most common ones.
Ones like Oculus
, HoloLens/UWP
, HTC Vive
etc will very probably be among them as they state on MixedRealityToolkit-Unity
Support a wide audience, allowing solutions to be built that will run on multiple VR / AR / XR platforms such as Mixed Reality, Steam/Open VR.
If this is fully the case already and if your specific target devices will be supported I can't tell. Until now you had/have to use a different SDK for each platform you want to use. But you can at least code your components more like interfaces and in a way that makes exchanging the SDK later easier.
QUESTION
Try to disable tracking position on occulus, don't find any doc on it.
I've search postionnal tracking, but nothing in aframe
https://github.com/aframevr/aframe/search?utf8=%E2%9C%93&q=tracking&type=
Maybe with THREE.JS?
...ANSWER
Answered 2018-Mar-20 at 16:07This is not possible using any built-in A-Frame components, as of 0.8.0. What you're probably looking for is the look-controls
component, which handles mouse and headset rotation/position.
There is an option to disable HMDs entirely, but none for just turning off position. You could request the feature or create your own version of look-controls
, but I would be hesitant about that — it will make VR experiences much less comfortable for HMD users.
QUESTION
I have a Occulus DK2. I'm using the newest occulus app 1.1 from the official website. The occulus is working great, I am in the standard room you get spawned in and I can launch the dreamdeck demo and everything works. Now I followed the instructions on how to use the experimental chromium build here, but chromium shows up on my default pc monitor, instead of the occulus. How do I see the webbrowser on the occulus? What I did is download the browser, enable the two settings that are specified and then start the browser. Is there something more I need to do?
...ANSWER
Answered 2017-Jan-13 at 11:20Perhaps a stupid question, but did you run anything using WebVR? A WebVR enabled browser means that it supports VR content, not that it renders normal content in a floaty VR window.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install Occulus
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page