Tales From The Rift

Developing for Virtual Reality with the Oculus Rift

Author

Peter Koch

Hololens Contest – Week 11 – Hololens Deep Dive

Welcome to 11 weeks to go in the Hololens Unity3d app contest! If you recall my first post last week then this week is about learning all the technical features in the Hololens. I want to explore all the capabilities… Continue Reading →

Hololens Contest – Week 12 – Hollo World!

So some exciting news is that I am a Top 10 finalist in the Hololens Contest jointly sponsored by Microsoft and Unity3d!  The finalists were announced on 12th July 2017, and we have until 30th October 2017 to submit a… Continue Reading →

Learning ARKit and Unity3d

ARKit is just wow: Check out many more examples here on twitter: @madewithARKit Quick History of Mobile AR Whilst mobile Augmented Reality solutions have been around now for years, mostly thanks to OpenCV (and one of its the hugely popular derivates… Continue Reading →

How to screen record ARKit

ARKit is awesome and you can easily create some amazing experiences in Unity3d. But how do you screen record your masterpiece? How is everyone posting those silky smooth videos? Well, it’s easy, because iOS 11 has built in screen recording !… Continue Reading →

GoogleVR Cardboard: Set Default Viewer Profile

I was working recently on a GoogleVR Cardboard project where they printed their own custom Cardboard headsets and bulk mailed them out to invited guests. As you may or may not know, each Google cardboard physcial headset could be manufactured with different specifications… Continue Reading →

GoogleVR Cardboard: Switch between normal mode and VR mode at run-time

One of the cool features of GoogleVR Cardboard apps is that you can switch from normal mode to VR mode as necessary letting your app bridge the best of both mobile and VR. It can definitely lesson the development burden also having… Continue Reading →

A better way to hook up events in Unity3d

Today’s post isn’t directly related to VR, but it is a technique I use in all the VR apps I build in Unity3d which produces cleaner code. It’s very common to have code that is waiting to receive an event… Continue Reading →

Signing your Samsung GearVR applications with OSIG files

Say you’re a developer (or working with a developer) that needs to get a Samsung GearVR app into the hands of your testers. It’s not as simple as building an APK and sending a link. If you want to run your application… Continue Reading →

OptiTrack for VR and Unity3d

As the VR industry starts to grow, people are exploring new capabilities with VR technology. One of the key limitations is generally the systems are designed to track a single user within a small space (typically 4m x 4m). An exciting… 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 →

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 →

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 →

Google Cardboard Hello World in Unity 5

Today I’m going to break from the usual Oculus development articles, and walk through how to build your first Google cardboard app. I’m assuming you’ve never looked into building a Cardboard app before, and you want to quickly cover the main… Continue Reading →

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