Oculus sdk 1 38 0
Author: b | 2025-04-24
Windows SDK Microsoft Windows SDK 0. Oculus SDK Oculus Platform SDK 62.0.0; VSCode VSCode 1.94.2; Nicepage Nicepage 7.5.2; JustDecompile JustDecompile v0.2 Oculus SDK 0.2.3 J Linux support to the Oculus C SDK and OculusWorldDemo [1] [2] Oculus SDK 0.2.5 Octo [3] v0.3 Oculus Rift SDK 0.3.1 Preview Update for
Oculus SDK for Windows verision number? i.e. Oculus SDK
To figure out how to make the tip of your finger touch a world space Unity Canvas.It is important to point out that it is still a preview package, so there might be still some issues as pointed out in the official SDK documentation.Let’s now deep dive into how to use the new Interaction SDK!Clone, Download, Play! Public Github Interaction SDK Setup Don't want to waste time? Test our Oculus Interaction SDK setup!The Oculus Interaction SDK Experimental is a library of modular, composable components that allows developers to implement a range of robust, standardized interactions (including grab, poke, raycast and more) for controllers and hands. We created this repository so that everyone, beginner and seasoned developers, can test out this new SDK by Oculus without the hassle of setting up the development environment yourselves. Just clone/download and hit PLAY!Download Public Github Interaction SDK Setup.How To Install the Oculus Interaction SDKDownload link: time the new SDK is included with the newest Oculus Integration for Unity (unlike the last Meta Avatars SDK released which is still a separate package). So for installing, just make sure you install Oculus Integration version 37.0 through the package manager in Unity 2020.3 LTS (or 2019.4 if you are using legacy XR Setup, more info here).Let's dig in! Example Prefabs and scenesTo start, we can go to the example scenes of the Oculus Interaction SDK, which you can find in the following path after importing Oculus Integration:The first thing we notice after opening one of the scenes, is the environment with some of the new art guidelines we could see in the latest Facebook/Meta Connect, with soft and light colours. It also has a really nice stencil shader in the windows. Very elegant and minimalistic, well done Oculus/Meta.We’ll be testing the scenes with hand tracking, so first,. Windows SDK Microsoft Windows SDK 0. Oculus SDK Oculus Platform SDK 62.0.0; VSCode VSCode 1.94.2; Nicepage Nicepage 7.5.2; JustDecompile JustDecompile v0.2 Oculus SDK 0.2.3 J Linux support to the Oculus C SDK and OculusWorldDemo [1] [2] Oculus SDK 0.2.5 Octo [3] v0.3 Oculus Rift SDK 0.3.1 Preview Update for Walk the plank! Oculus Quest 2 . 0:20. Oculus quest 2 plank experience fail! 2.020.. 9:38. Spiderman Causes Havoc At School In Boneworks VR! 3.379.. 0:17. Mom walking the plank oculus funnyvideo funny . 0:15. Nearly killed the mother on ‘Walk the Plank’ VR on Oculus Oculus Mobile OpenXR SDK 3; Oculus Move 1; Oculus platform 4; Oculus Quest 1; Oculus Quest 2 13; Oculus Quest 2 Controllers 2; Oculus Quest 2 headset 2; Oculus quest2 A new kid on the block: The Meta/Oculus Interaction SDK.If you have been developing VR experiences lately, you know that a proper Oculus Interaction SDK has been missing. If you have been using the Oculus/Meta Integration for creating rich hand interactions and intuitive movements for Virtual Reality applications, you know how limited and difficult it can be to start an interaction-rich experience without needing to code most of the stuff yourself.So, how do you integrate Oculus with Unity? What is this Oculus SDK? How do I use the Oculus XR Plugin? How do I download Oculus SDK? Let's get started with Oculus, Oculus Quest Hand Tracking SDK, Meta Quest Development, hand tracking implementation and hands tracking SDK in Unity.Probably, many times you needed to import and use other complementary SDKs such as Unity’s XR Interaction Toolkit, Microsoft’s MRTK, VR Interaction Framework, etc. Well, it looks like those days are (and hopefully might be) over.The Oculus Interaction SDK just released by Meta/Oculus (yes, please let’s keep using the word “Oculus” as long as we can) it’s a very complete set and library of tools, components, prefabs and examples that will tackle all your basic needs when starting to develop better and richer experiences (optional with Passthrough features), including some features asHand Pose grabbing: we can now pre-set how a hand will grab a specific interactableNew ray interactors: to interact with UI in the same way as home menusCurved UI and canvases. Yay! (like Oculus/Meta Menus)Poke interaction: using your index finger to interact with UI, buttons, scroll viewsPose detection, such as detecting a “thumbs up” hand poseComplex Physics grabbing such as two hand based scaling, rotation constraints, etcPreviously, each of these features would have needed an external (and most of the time, paid) third party asset, or multiple nights without sleeping tryingComments
To figure out how to make the tip of your finger touch a world space Unity Canvas.It is important to point out that it is still a preview package, so there might be still some issues as pointed out in the official SDK documentation.Let’s now deep dive into how to use the new Interaction SDK!Clone, Download, Play! Public Github Interaction SDK Setup Don't want to waste time? Test our Oculus Interaction SDK setup!The Oculus Interaction SDK Experimental is a library of modular, composable components that allows developers to implement a range of robust, standardized interactions (including grab, poke, raycast and more) for controllers and hands. We created this repository so that everyone, beginner and seasoned developers, can test out this new SDK by Oculus without the hassle of setting up the development environment yourselves. Just clone/download and hit PLAY!Download Public Github Interaction SDK Setup.How To Install the Oculus Interaction SDKDownload link: time the new SDK is included with the newest Oculus Integration for Unity (unlike the last Meta Avatars SDK released which is still a separate package). So for installing, just make sure you install Oculus Integration version 37.0 through the package manager in Unity 2020.3 LTS (or 2019.4 if you are using legacy XR Setup, more info here).Let's dig in! Example Prefabs and scenesTo start, we can go to the example scenes of the Oculus Interaction SDK, which you can find in the following path after importing Oculus Integration:The first thing we notice after opening one of the scenes, is the environment with some of the new art guidelines we could see in the latest Facebook/Meta Connect, with soft and light colours. It also has a really nice stencil shader in the windows. Very elegant and minimalistic, well done Oculus/Meta.We’ll be testing the scenes with hand tracking, so first,
2025-04-20A new kid on the block: The Meta/Oculus Interaction SDK.If you have been developing VR experiences lately, you know that a proper Oculus Interaction SDK has been missing. If you have been using the Oculus/Meta Integration for creating rich hand interactions and intuitive movements for Virtual Reality applications, you know how limited and difficult it can be to start an interaction-rich experience without needing to code most of the stuff yourself.So, how do you integrate Oculus with Unity? What is this Oculus SDK? How do I use the Oculus XR Plugin? How do I download Oculus SDK? Let's get started with Oculus, Oculus Quest Hand Tracking SDK, Meta Quest Development, hand tracking implementation and hands tracking SDK in Unity.Probably, many times you needed to import and use other complementary SDKs such as Unity’s XR Interaction Toolkit, Microsoft’s MRTK, VR Interaction Framework, etc. Well, it looks like those days are (and hopefully might be) over.The Oculus Interaction SDK just released by Meta/Oculus (yes, please let’s keep using the word “Oculus” as long as we can) it’s a very complete set and library of tools, components, prefabs and examples that will tackle all your basic needs when starting to develop better and richer experiences (optional with Passthrough features), including some features asHand Pose grabbing: we can now pre-set how a hand will grab a specific interactableNew ray interactors: to interact with UI in the same way as home menusCurved UI and canvases. Yay! (like Oculus/Meta Menus)Poke interaction: using your index finger to interact with UI, buttons, scroll viewsPose detection, such as detecting a “thumbs up” hand poseComplex Physics grabbing such as two hand based scaling, rotation constraints, etcPreviously, each of these features would have needed an external (and most of the time, paid) third party asset, or multiple nights without sleeping trying
2025-04-22NVIDIA CloudXR SDK The NVIDIA CloudXR SDK includes a sample Oculus VR client that is designed to work with VR headsets that support the Oculus VR SDK. The client decodes and renders content that is streamed from the CloudXR server and collects motion and controller data from the VR headset that is sent to the CloudXR server.The VR headset must be capable of decoding 4K HEVC video @ 60fps. The provided sample client has been tested with the Oculus Quest Pro and Oculus Quest 3 devices, running at 72 Hz.Building the Oculus VR Client¶Make sure you have everything needed from the Android Sample Clients system requirements.Copy the OVR mobile SDK zip file that you downloaded into the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder and rename the file ovr_sdk.zip.Copy Google Oboe SDK .AAR file (oboe-1.5.0.aar) into the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder.Copy the CloudXR SDK client package, which is the CloudXR.aar file, from {sdk-root-folder}\Client\Lib\Android folder to the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder.Run Android Studio.Complete one of the following tasks:Select Open existing Android Studio project on the Welcome screen.Click File > Open.Navigate to {sdk-root-folder}\Sample\Android and open the OculusVR project/folder.Select Build > Make Project.This process should generate an .apk file in the {sdk-root-folder}\Sample\Android\OculusVR\app\build\outputs\apk\debug directory that can be used to debug or be installed manually. You can also automatically generate a debug-signed .apk by directly running from within Android Studio. See Running the Oculus VR Client for more information.NoteTo build from the command-line, run gradlew build from the OculusVR folder.Installing the Oculus VR Client¶NoteThis section is only necessary should you want to manually install from command-line. If you are running through Android Studio, it will take care of the installation, so you can skip ahead to Running the Oculus VR Client.However, the first few steps below may be relevant if you haven’t already set up for debugging on your device.Place the Oculus VR device in developer mode and allow a USB connection in debug mode on the device.Use a USB cable to connect the Oculus VR device to the development system.If prompted on the device to allow connections, select Allow.In a Command Prompt window, navigate to the folder that contains the .apk file that
2025-04-19Squares are the ProximityFields.Example scene 3: BasicPoseDetectionWe can create new poses to be recognized by right clicking in our Project window and clicking on Create>Oculus>Interaction>SDK>Pose Detection> Shape.A Shape Recognizer is a scriptable object that stores all the states of the different fingers, so for example, the thumbs up pose consists of the thumb finger Curl set to Open, and the rest of the fingers Curl and Flexion set to Not Open. These are medical concepts from the movement of fingers and muscles in general, I found this video explaining them a bit.Example scene 4: ComplexGrabTranslate on Plane: This is a great example on how the new interactables can be configured to create interactions with constraints, like a plane.Rotate with min/max angle: Finally, we can configure our own doors, let's hope it doesn't turn into a nightmare as it's been happening since always in the history of game engines. Transform: We can also, finally, have 2 hand based interactions such as scaling an object, something very useful in design and creative apps. We can also test throwing and physics behaviors in this example, great!Example scene 5: BasicRayHere we can see 3 different types of curved, yes, curved canvases with different type of rendering modes: Alpha Blended, Underlay and Alpha Cutout. We can interact with them with a ray coming from the hands which feels exactly the same as when interacting with Oculus’ menuses in Home.Summary: Realistic hand & controller interactions have now become much more easy!With this Oculus Interaction SDK, Oculus Interaction Integration is starting to fill a big gap existing since the release of some more advanced interaction SDKs such as MRTK for example. The Interaction SDK is still not as complete as Microsoft’s counterpart, but it is definitely a very solid start.I also think that with this SDK, Oculus/Meta
2025-04-03