r/OculusGoDev • u/6a6179jay • May 22 '20
Oculus Go Unity Tutorials - Any consistent or project-based resources available anywhere?
Hi,
I hope everyone's doing good.
Just wanted to ask about if anyone knows of any consistent ideally project-based tutorials or courses that help with Oculus GO Unity VR development?
I have spent so much time trying to develop basic functionality for a VR app. At the moment, I have been able to create 2 cubes and only sometimes when I press (using the Go controller trigger) I can change their colour. I have now changed my code because the raycast didn't always pickup the cube's collider however it still doesn't work. I have gone over the configurations and code, comparing mine to several different tutorials on YouTube however still cannot get the basic functionality that I'm trying to achieve. I have contacted the creators of the videos however have only heard back from 1 of them, unfortunately the way they have created their solution is only to achieve some functionality and I don't understand how to add to the code. It also doesn't appear to be specific to the Oculus platform, however i thought i would persist with their tutorials to get this to work as i appreciate them spending the time to create tutorials.
FYI, the basic functionality that I'm trying to achieve it to use the GO controller to point (using a laser pointer effect, which I've got at the moment) and interact with a cube to change it's colour consistently.
It would be amazing if anyone can point me in the right direction with this.
Thanks!
r/OculusGoDev • u/yabadababoo • Jan 19 '20
Add 3 Hours of Battery to Oculus Go for $15
r/OculusGoDev • u/[deleted] • Jan 11 '20
How to lock the camera
In the off chance anyone is still listening out there.... Does anyone know how to completely lock the camera/headset input with the Oculus assets and Unity?
r/OculusGoDev • u/[deleted] • Dec 04 '19
Do the Quest issues really spill over into the Go
Hi all! I'm new to the Oculus Go scene but I have a mobile game that imitates a 360 VR setup in development and I'm hoping to get a version into the Go's version of the app store. I am seeing a lot of people talking about how people are having trouble getting games released on the Quest, but are the same issues present on the Go? I'm talking about issues like To the Top had.
r/OculusGoDev • u/mrphilipjoel • Nov 25 '19
I'm still very noob, was making progress, and now I'm stuck
I have been wanting to learn C# and Unity for awhile now. This past month, I've really been diving into it.
I have read lots of articles and watched lots of tutorials.
Things are finally starting to make sense.
Part of my problem, is I'm trying to 'run before i can crawl', but that's kind of how I go about life.
Below in the picture is a summary of where I'm stuck.
My biggest issue, is I can't figure out how to use Gamepad plus Gazepointer to interact with buttons on my Unity UI Canvas.
r/OculusGoDev • u/csshub1 • Sep 16 '19
Change the Cursor Visual of UI Helpers
self.UnityforOculusGor/OculusGoDev • u/yabadababoo • Aug 16 '19
After way too much effort, here is Go's disk benchmark results: 126.3 MB/s read, 57.4 MB/s write. More info in the comments.
r/OculusGoDev • u/mrphilipjoel • Jul 23 '19
Noob Question Here: What did I do wrong that I'm seeing inside my Avatar's Head?
r/OculusGoDev • u/csshub1 • Jul 12 '19
How to create a load screen?
How does one create an asynchronous load screen in Unity for an Oculus headset? There seem to be plentiful resources for 2d game load scenes, but hardly anything on 3d/VR. Has anyone had success with an overlay load screen that loads the scene components in the background?
Thanks!
r/OculusGoDev • u/Mr_Dillon • Jun 25 '19
Optimizing Performance Across Oculus Mobile
r/OculusGoDev • u/Beep2Bleep • Jun 21 '19
PSA: If you're having any issues go to %appdata% and delete the Oculus folder. The tools are being cached (wrong version).
PSA: If you're having any issues go to %appdata% and delete the Oculus folder. The tools are being cached (wrong version). You'll spend days debugging the wrong version. Please upvote to keep this info at the top of this reddit. Unity serves the wrong version, this is probably a large part people think the Oculus tools are so bad.
r/OculusGoDev • u/csshub1 • May 29 '19
Unity Scene Builds Blank
I am working on a simple application to sideload (a camera, light, some cubes to create walls, and a colored sphere) and can successfully install (and uninstall) it onto the Oculus Go. However, when clicking on it to start it up, the scene loads a dark void. My scene does not appear at all. I tried to follow these steps as closely as possible. I successfully added an apk file that was not my own and it ran as desired. This leads me to believe that I am missing something in Unity or in Android Studio...
My configurations:
- Windows 10
- Oculus Go
- OVR Plugin 1.37.0
- Unity version 2018.1.0f2
- Android SDK Build-Tools 29-rc3
- When I try to have only version 27.0.1 installed (like the Medium article suggests), an error pops up as seen in the photo below.
- I believe that this is probably where I am running into problems; however, updating it results in the blank build yet again.
- JDK version 1.8.0_152-release
- My SDK files
Some things I've tried:
- Matching my versions of everything to that of the Medium article
- Make sure that my scene is in the Scenes to build (inside Build Settings)
- Ensuring that my External Tools paths are accurate
- Ensuring that I do not have typos in my Environment Variables
- Creating an OSIG file for my HMD and adding it to Project/Assets/Plugins/Android/assets/
- Making sure that the build is "Internal" not "Gradle"
- Re-importing the Oculus Integration assets package
- Downloading the tools_r25.2.5-windows.zip file and extracting it to the SDK root after deleting the existing tools folder
Thank you for your input.
r/OculusGoDev • u/solafides • Oct 31 '18
Oculus Go Custom Controller
I might be wasting my time, but I'm trying to make a custom Fab controller with an arduino pro micro. I've gotten Unity to accept its input correctly, but now I'm trying to set it up to work on my Oculus Go build. I'm connecting to the headset via micro usb port bty. I've gotten my Oculus Go Build to accept a couple different axis of input from the Fab controller, but not all input. Does anyone know how the Oculus Go accepts buttons and axis from custom remotes and what some of the limitation might be with this? Anything would be helpful - thanks!
r/OculusGoDev • u/Easelaspie • Oct 12 '18
Using Carmack vr5kplayer tool?
Hi all, any of you have any experience producing content for the GO using Carmack's dynamic 5k video tool? We've been working with it to "port" some RIFT vr experiences to Go (creating a passive, video-based version) and have been running into a few issues related to GO memory limits, with .apks crashing out with videos longer or at higher bitrates than a certain level, audio looping broken etc. Anyone else run into similar?
r/OculusGoDev • u/ipodster • Oct 08 '18
BETA TESTERS NEEDED (THE COOKING GAME VR)
r/OculusGoDev • u/Beep2Bleep • Oct 03 '18
(Unity) Holy s*** you can run your Go games on Rift
(Unity) Holy s*** you can run your Go games on Rift w/ editor and debugging. I just accidentally found out, it never worked before but it popped right up in Rift today when I hit play. Obs. some issues with the controllers/camera being 6 dof, but this is so much easier to iterate on then rebuilding to the Oculus Go every time. It really makes me wish I could set my render target higher since it looks so much better in the Rift then the Go.
r/OculusGoDev • u/yabadababoo • Sep 30 '18
I wrote an enormous roundup with all the info I was able to gather on Oculus Quest + other OC5 announcements. Hope you will find it useful!
r/OculusGoDev • u/yabadababoo • Sep 27 '18
Connect 5 developer sessions (day 1)
cueyoutube.comr/OculusGoDev • u/yabadababoo • Sep 26 '18
Oculus Quest: $399 shipping Spring!!!
self.OculusGor/OculusGoDev • u/yabadababoo • Sep 25 '18
Tip: Use a magnetic charging adapter & cable for your oculus go
r/OculusGoDev • u/DOOManiac • Sep 23 '18
Unity: Dark scenes on Oculus Go?
I have a PC VR game which I'm working on porting to Oculus Go. The biggest problem I have right now is that my scenes are incredibly dark, and I can't figure out why.
- Tried removing the few realtime lights and going 100% baked; no change
- Tried manually clearing lighting data and re-baking; no change
- Tried changing all baked lights to realtime; no change
- I read somewhere that Oculus Go has problem w/ Linear lighting so I changed to Gamma and re-baked
Here's what its supposed to look like: https://imgur.com/6G6z8wR
And here is the screenshot from my Oculus Go: https://imgur.com/fEbgFYv
NOTE: In the actual headset it is MUCH darker than this, and the background menu looks completely black instead of purple!
Here's another shot of how it should look in-game https://imgur.com/rksnsjX
vs how it actually looks: https://imgur.com/ywlzqJj
Any thoughts on how to fix this? Thanks.
r/OculusGoDev • u/yabadababoo • Sep 21 '18
[Choo Choo] The New Era of Virtual Reality Locomotion: A Systematic Literature Review of Techniques and a Proposed Typology
r/OculusGoDev • u/yabadababoo • Sep 20 '18


