Oculus window
Author: f | 2025-04-24
Oculus headsets, including the Oculus Quest, Oculus Rift, and Oculus Rift S, are fully compatible with Windows 11. Setting up an Oculus headset on a Windows 11 computer is
The circular window at the top is called an oculus window. An oculus
Play. Here’s how:On Your PCLaunch the Oculus PC softwareOn QuestBack inside your headset, select your PC again and then Launch Running Oculus PC and SteamVR Games with Oculus Air Link Once you are running Oculus Air Link you will find yourself looking at the Oculus PC dashboard called Oculus Dash. From here you can launch Oculus PC games directly from the Library tab (or launch them on your PC).If you want to run SteamVR games first activate Oculus Link so that you can see the Oculus Dash. Then you’ll need to launch Steam on your PC and then launch SteamVR by clicking the VR icon at the top right of the Steam window. SteamVR should automatically detect your Quest, and when you put your headset back on you’ll find yourself looking at the SteamVR dashboard.From here you can launch SteamVR games from the Library tab of the SteamVR dashboard (or launch them from Steam on your PC). Quitting Oculus Air Link (return to Quest dashboard) If you want to stop playing PC VR games on Quest, you can quit Oculus Air Link by opening the Oculus Dash menu (click the menu button on your right controller), then looking on the far left of the menu bar to find the Oculus Air Link section.Inside the section there is a ‘Quit’ button which will return you to the regular Quest dashboard). Oculus headsets, including the Oculus Quest, Oculus Rift, and Oculus Rift S, are fully compatible with Windows 11. Setting up an Oculus headset on a Windows 11 computer is Hello there,I need to develop an app for the oculus go with unity and its been going pretty badly so far.All the guides I've been through have been using the older versions of the oculus integration package from the unity store or the XR plugin.the problem is that when i use any it prevents the project from working when launching on the oculus go:importing the oculus integration to the project just makes the screen go black and the app unresponsive.using the XR plugin shows me a window saying the oculus go needs an update and quits the app.so my question is - is developing for the oculus go with unity in 2022 using any of the current tools still possible without massive incompatibility issues?I would be very grateful for any help anyone can provide, I have tried many different settings variations and unity versions but nothing worked out so far, this has been driving me crazy for a few days now.Comments
Play. Here’s how:On Your PCLaunch the Oculus PC softwareOn QuestBack inside your headset, select your PC again and then Launch Running Oculus PC and SteamVR Games with Oculus Air Link Once you are running Oculus Air Link you will find yourself looking at the Oculus PC dashboard called Oculus Dash. From here you can launch Oculus PC games directly from the Library tab (or launch them on your PC).If you want to run SteamVR games first activate Oculus Link so that you can see the Oculus Dash. Then you’ll need to launch Steam on your PC and then launch SteamVR by clicking the VR icon at the top right of the Steam window. SteamVR should automatically detect your Quest, and when you put your headset back on you’ll find yourself looking at the SteamVR dashboard.From here you can launch SteamVR games from the Library tab of the SteamVR dashboard (or launch them from Steam on your PC). Quitting Oculus Air Link (return to Quest dashboard) If you want to stop playing PC VR games on Quest, you can quit Oculus Air Link by opening the Oculus Dash menu (click the menu button on your right controller), then looking on the far left of the menu bar to find the Oculus Air Link section.Inside the section there is a ‘Quit’ button which will return you to the regular Quest dashboard).
2025-03-30Hello there,I need to develop an app for the oculus go with unity and its been going pretty badly so far.All the guides I've been through have been using the older versions of the oculus integration package from the unity store or the XR plugin.the problem is that when i use any it prevents the project from working when launching on the oculus go:importing the oculus integration to the project just makes the screen go black and the app unresponsive.using the XR plugin shows me a window saying the oculus go needs an update and quits the app.so my question is - is developing for the oculus go with unity in 2022 using any of the current tools still possible without massive incompatibility issues?I would be very grateful for any help anyone can provide, I have tried many different settings variations and unity versions but nothing worked out so far, this has been driving me crazy for a few days now.
2025-04-16Using SteamVR Mirror, I CANNOT do Full screen mirroring EXCEPT in SBS3-D, and; 2. there is no "OculusMirror.exe --RectilinearBothEyes”" in .... Using SteamVR Mirror, I CANNOT do Full screen mirroring EXCEPT in SBS3-D, and; 2. Is there any way i can set oculus mirror to fullscreen mode? i can't figure ...steamvr mirror screensteamvr disable screen mirrorsteamvr mirror display performanceMar 16, 2020 — Steam VR automatically opens ... Start Oculus Mirror, set to the player's dominant eye, set its fullscreen render resolution to 25 or 50% since I .... Dec 16, 2017 — ive head setting fullscreen windowed mode does it? #1 ... For the time being you should be able to use the mirror screen option in SteamVR.. Steamvr mirror full screen; Steam vr full screen; Oculus mirror full screen; Half-life: alyx full screen; Oculus rift mirror to monitor; Oculus desktop full screen ...steamvr mirror screen, steamvr mirror full screen, steamvr disable screen mirror, how to mirror steamvr home, steamvr mirror display performance The Stunning Nicola, 78B1BE36-0BFF-4AE1-AA3A-F04E90D4 @iMGSRC.RUMay 6, 2021 — I'm not talking about manually opening up steamvr menu and cli… ... I open the steamvr mirror setting and full screen that and select both eyes, .... When a Rift VR application is running, the desktop monitor usually shows what the user ... Moving forward, the use of a full-screen mirror window is a recommended guideline ... I don't want it mirrored and if I did I can use the steam VR setting.. Mar 27, 2017 — ... using the Rift with SteamVR, the mirrored display on my monitor is for ... is active to switch it to full screen; perhaps the window it comes up in ... Big.Boss.S14.E38.[NOV-10].Hi ndi.720p.WEB-DL.x264-HDHub4u .CC.mkvmy-crush-quizsteamvr disable screen mirror Maria Fernanda Araujo - Upskirts Panties Peeks, OgAAAC920kH4vc7fpdd @iMGSRC.RU Sep 2, 2019 — Is there
2025-03-28NVIDIA 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
2025-04-09One of three methods to connect your headset to a VPN: Sideloading via SideQuest, Network Sharing, or configuring a home router. Sideload the VPN APK File.Here’s how to sideload a VPN onto your Oculus Quest using the SideQuest app:Register as an Oculus Quest Developer: Sign in to your Oculus Quest account and submit a developer request, which is free of charge.Download the Oculus App: Install the app on your phone or PC to easily access and manage your Oculus Quest settings.Enable Developer Mode: Open the Oculus app, connect to your VR headset, navigate to settings, and toggle on Developer Mode.Install SideQuest on Your Device: Visit the SideQuest website, download the latest version on your computer, and follow the installation instructions.Enable USB Connection: Use a USB cable to connect your Oculus Quest to your computer, launch SideQuest, and select Connect Device. On your Oculus Quest, go to settings and allow USB debugging.Install Your VPN on SideQuest: Download the APK file from your VPN’s website. Then, in SideQuest, go to Repos and drag and drop the APK file into the Repos window.Connect to Your VPN: On your Oculus home screen, go to Library, select Unknown Sources, open your VPN’s APK, and connect to the server of your choice. Share a Network Through a PCThis method involves setting up a VPN connection on your computer and connecting your Oculus Quest to it.Open the Command Prompt: On your Windows laptop, search for “cmd” in the search bar, right-click on Command Prompt, and select Run as administrator.”Create a Virtual Router: Type the command: netsh wlan set hostednetwork mode=allow ssid=NETWORKNAME key=PASSWORD. Replace NETWORKNAME” and PASSWORD” with your desired network name and password. Afterward, type netsh wlan start hostednetwork and press Enter. If successful, you’ll see a message saying, The host network has started.”Share Your Network: Launch your VPN on your PC and connect to a server. Right-click the Windows Start icon, select Network Connections,” choose Change Adapter Options,” and right-click your VPN connection.Enable Network Sharing: In the Properties window, go to the Sharing tab, check the box Allow other network users to connect through this computer’s internet connection,” and select the connection you created under Home Network Connection.”Connect Your Oculus Quest: Turn on your Oculus headset, go to the WiFi settings, select your newly created network, and enter the password to connect. Using a RouterBefore setting up a VPN on your home router, verify that your router is compatible with VPNs, as not all models support this feature. The installation process varies by router and VPN, so this guide provides a general overview.For detailed instructions, refer to my comprehensive VPN router installation guide:Access Your Router: Open a browser, enter your router’s IP address, and log in
2025-04-02There is now a command to save the texture as file to disk. It's possible to use the mouse wheel in the prefabs window Removed feature: It is no longer possible to target Flash players older than version 11 When switching the perspective, orthogonal views now place the camera more nicely. The path tool new works a bit nicer when adding new path nodes. Lots of updates to the documentation. CopperCube 4.5.1 released This is a small bug fix release, download it here: Fixed a bug causing mouse and key events not to work on the root scene node in WebGL, Flash and Android CopperCube 4.5 released CopperCube has just been released in version 4.5. It is a free update, you can download it from the download page. New features are: Oculus Rift support WebGL and Flash fullscreen mode and mouse pointer locking Touch events for WebGL New internal key and mouse event handling system (much more responsive now) CopperCube Oculus Rift support being tested Additionally, there is a new online demo available, showing the fullscreen and mouse locking in action. You can run it as WebGL and Flash or version directly from this website, using this link. The demo looks like this: Screenhot of the new demo The demo is also available as windows .exe with support for the Oculus Rift, download it here: CopperCube Oculus Rift demo (25 MB) The new Oculus Rift support is basically just an option to enable in the publishing settings of the editor: New option for creating apps with Oculus Rift support Detailed change log for version 4.5: Added support for the Oculus Rift VR device. The professional edition of CopperCube now is able to create apps running with the Oculus Rift, DK1 and probably also newer. Support for this is beta only, but it already works nicely. It only works with the Windows .exe target, though. To use it, simply check the 'Oculus Rift support' checkbox and whereever you are using a first person shooter style camera in your app, the user has full control over it using the Rift. WebGL and Flash fullscreen mode and mouse pointer locking is supported now. This is useful for nice first person shooter cameras, for example. There is a downloadable action for this available from here. But also available as the new JavaScript function ccbSwitchToFullscreen(). Works in Chrome, Firefox and in IE (while only fullscreen is supported in IE) WebGL now supports touch events. Meaning it also works nicely on Firefox and Chrome when using it on a touch screen device. CopperCube now requires minimum Flash Player 11.2 when publishing as hardware accelerated Flash app. (Because that version introduced the now supported mouse pointer locking)
2025-03-27