As a NFL QB youll feel the excitement of what. TL DR My packets are coming out scrambled when sent over Platform SDK on Oculus GO. As a NFL QB youll feel the excitement of what its like to Download hundreds of Oculus Go VR experiences. Is there a proper way to send my own custom packets for basic functionality over the Platform SDK? Is the Platform SDK Net.SendPacket() service reserved only for avatar updates, VOIP and other Oculus services? Do i need to implement my own solution for my apps "game state" so that i can have players spawning properly. (I even took the values I found and bit-shifted them left and right numerous times but they never seem to even closely represent a userID, even considering some data loss). In each case the userID received was wildy different from the sent userID and the rest of the data in the packet was also gibberish. However, the only part of the packet that would not scramble is the first byte. 3D backgrounds Supports both Oculus Quest and Go devicesSee Readme on the github page for more details. Open the app and log in with the account you used to log in as an Oculus developer earlier (step 2). This is the app you also need to set up the Meta Quest 2 / Oculus Quest 2. I packed 1 byte for messageType, 1 ulong for userID, then an amount of data (tried byte, uint16 and uint32) to send that would be processed on the other end. Install the official Oculus app on your smartphone (Android, iOS). This does not happen at the moment because any packet I sent would be scrambled at the other end, e.g. The aim is if three people are in the app, all 3 are in unique locations and other players see other user's avatars in the right place. This has two players when built, and is pushed to an Oculus GO, but the problems I am having arose when I tried to write another packet to send across the Platform SDK to position the remote avatars in the scene at unique places, and also have their local position match this. What I have made already is a project that sends and receives the avatar updates, with VOIP & mouth vertex animation, which was based on Oculus Social Starter. I have been using and exploring the Platform SDK documentation (what is available of it and the CAPI documentation) and managed to get a working example up and running for a proof of concept but have run into issues. I am at the point where I think that using a different service alongside platform SDK is the way to go, e.g. I am creating a multiplayer app for Oculus GO and have been running into issues working with the Platform SDK with anything isn't a normal avatar SDK packet.
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