Tales From The Rift

Developing for Virtual Reality with the Oculus Rift

GearVR Synchronized Start using USB Power

Very soon I will be hosting a VR Day with over 400 attendees, and 15-30 at a time will be enjoy a custom VR experience on the GearVR  (for most of them their first VR) What I needed was a way to… Continue Reading →

Tracker View Cone – Revisited

One of my early posts showed how to display the Rift Position trackers view cone. It was an effective way to show the play space boundary. View the VR Tracking Space (23rd July 2015) Well, that was written for Unity 4… Continue Reading →

Viewing the Oculus Tracker

The Oculus Tracker is an infrared camera that tracks the position of the Oculus Rift and Oculus Touch devices relative to it’s own location. It can be quite handy to be able to display the location of the camera within… Continue Reading →

Play Vive VR room-scale games with the Oculus Rift + Razer Hydra Motion Controllers

Update: 18 July 2016 If you are trying to play ILMxLAB Trials on Tatooine on Steam, and SteamVR can’t detect your Razer Hydra controllers, then make sure you update to the latest OpenVR driver: https://github.com/betavr/steamvr_driver_hydra/releases/tag/v1.0.1.15   On the 18th of April 2016 Valve did… Continue Reading →

Build your first VR app for the Oculus Rift

Welcome! What an exciting time for Virtual Reality. Today I’m going to show you how to build your own VR application for the Oculus Rift from scratch! Whether you are brand new at developing an app – or you are a… Continue Reading →

Experimental: Look Forward Mode

Here’s a scenario: You’re playing VR in seated mode and physically facing forwards, and your avatar is standing at a cross roads facing North. You look around and notice something interesting to the East and you decide to head off… Continue Reading →

Use a 360 degree Panorama as a Skybox

From the feedback I receive for my developer blog posts I get to help a lot of new Unity3d VR developers get started. And one question I get asked a lot is about how to display panorama images. I thought I’d… Continue Reading →

VR Screen Fader

When you change scenes, or menus, many times you want a fade transition to make it a better user experience. Also, while the screen is faded out you can do all sorts of changes to the scene without the user… Continue Reading →

Voicechat with Oculus Lip Sync

I was thrilled to hear the recent announcement from Oculus about their new Lip Sync library OVRLipSync. I’ve been experimenting a lot with VR avatars lately and I was searching for a decent method for lip sync and facial expressions…. Continue Reading →

Unity VR Splash Screen

  Whilst creating your app’s splash screen seems relatively straight forward – there are some VR factors to consider. So I wanted to write this post to capture how to create a splash screen that will be used with Unity3d VR…. Continue Reading →

GearVR Input Touchpad

Touchpad Hardware The Touchpad is effectively a mouse to Unity, with one small difference in that any time you are touching the pad is is considered left mouse button (0) is down (eg: there is no separate mouse button). The… Continue Reading →

Unity VR Editor Mouse Look Script

If you’re developing VR in Unity 5, one of the great features is being able to play test directly in the editor with your DK2. However, if you have a Gear VR you lose this very useful ability, and instead… Continue Reading →

Gaze Fuse Buttons in Unity

(This blog article is inspired from an email I received from Bernie Roehl who sent me a modified version of my GazeInputModule where he exposed a gaze progress percentage – thanks Bernie!!) Most of our VR games and apps need some kind… Continue Reading →

Debug Logs over WiFi

GearVR is an amazing platform for developing VR, but it can be a pain to access the debug logs when you are using the phone in the GearVR headset. The standard approach is to use $ adb logcat to access… Continue Reading →

Disable Health & Safety Warning in Oculus 0.8 Runtime

Update March 2016: Disabling the Oculus Health and Safety Warning screen is no longer possible with the new Oculus 1.3 runtime (both CV1 and DK2). I will update this page if there is a way found to do it. In… Continue Reading →

« Older posts

© 2016 Tales From The Rift — Powered by WordPress

Theme by Anders NorenUp ↑