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How to ask Android Permissions for the Oculus Quest in Unity

The Ghost Howls

Some months ago I published a guide for all Unity developers on how to request Android permissions for the Vive Focus Plus, because it took me a while to sort out how to do it to access the camera stream to do augmented reality on that headset. How to obtain permissions for Oculus Quest in Unity. The automated way.

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My predictions for augmented reality in 2019

The Ghost Howls

Augmented Reality in 2018. You may hate or love Magic Leap, but the fact that it has released a product is for sure a great news for all the ecosystem : if after all those investments, that startup failed, it would have had a ripple effect on all the ecosystem, making investors lose trust in augmented reality.

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Oculus Quest 2 passthrough now works without boundaries

The Ghost Howls

Today I made two little big discoveries about the Oculus Quest 2 that together mean that you can use this headset as an AR device whenever and wherever you want. Yes, this is the passthrough version of The Unity Cube! The post Oculus Quest 2 passthrough now works without boundaries appeared first on The Ghost Howls.

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The XR Week Peek (2024.02.06): Apple ships the Vision Pro, Meta had record revenues, and more!

The Ghost Howls

The choice of the magazine is not casual: Apple keeps pushing to show that its device is not a nerdy thing that isolates people, but it is a trendy thing that augments reality while you can still interact with other people. It has been on the cover of Vanity Fair, with a very carefully studied picture.

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How to use Oculus Spatial Anchors in Unity to add persistent virtual objects to your physical world

The Ghost Howls

Fasten your seatbelts because today I’m going to publish for you an amazing new tutorial, this time on Oculus Spatial Anchors, a new experimental feature added to the Oculus SDK. Oculus Spatial Anchors in Unity: video tutorial. Oculus Spatial Anchors. Oculus has just added Spatial Anchors to its SDK.

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The XR Week Peek (2020.08.03): OpenXR is taking foot, new cool features found inside Oculus runtime, and more!

The Ghost Howls

Some time ago, the most important companies of the XR ecosystem (HTC, Oculus, Microsoft, etc…) joined the Khronos Group to discuss a standard to end the fragmentation of the XR space. That is if every company implemented OpenXR, a program built for the Oculus should work with SteamVR as well. Image by Oculus).

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Regine Gilbert talks about accessibility in XR

The Ghost Howls

Oculus For Developers has some documentation for Designing accessible VR. Talking about the actual implementation, are there any libraries and plugins already available for Unity/UE4 that can give indie studios accessibility solutions already ready out-of-the-box? The first step is to educate yourself. You can find it here: [link].

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