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Oculus Go on Stringray/Interactive

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Message 1 of 3
Anonymous
695 Views, 2 Replies

Oculus Go on Stringray/Interactive

Hi,

 

officially there is a support of Oculus with Unitiy but does anyboby has a clue how to get the Oculus Go running under Stingray or Interactive 2018?

 

I uses the Oculus DK2 until now and everything worked out fine but now I need to deploy an app that can be run on the Oculus Go.

Anybody an idea. I didn't find any hint in the internet.

 

Thanks Daniel

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Message 2 of 3
hagen.deloss
in reply to: Anonymous

Hi @Anonymous 

 

Thanks for bringing your questions to the forum! 

 

I'm looking at the help documentation for Max Interactive, and I found this "Build a Project for Gear VR" section, not sure if its the same for Oculus Go though! Although there is a small section for optimizing for mobile VR here.

 

What part of the process that is giving you trouble in particular? I can bring those questions back to a few colleagues that are more well versed in Max Interactive then I am 😄

 

Looking forward to chatting with you further! 

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

Message 3 of 3
hagen.deloss
in reply to: Anonymous

Hi again @Anonymous 

 

I wanted to pass along some more clarifying information.

 

Here is a forum post from last year,

 

it looks like the Oculus Go controller isn't officially supported by 3ds Max Interactive, but some potentially helpful information can also be found on this forum thread here.  Here is a list of the supported VR dev kits.

 

Please select the Accept as Solution button if a post solves your issue or answers your question.

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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