Oculus Go Development

On 6/23/20 Oculus announced plans to sunset Oculus Go. Information about dates and alternatives can be found in the Oculus Go introduction.

Oculus Quest Development

All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible. For additional information and context, please see Submitting Your App to the Oculus Quest Store.

Precompute Visemes to Save CPU Processing with Unreal

You can save a lot of processing power by pre-computing the visemes for recorded audio instead of generating the visemes in real-time. This is particularly useful for lip synced animations on non-playable characters or in mobile apps as there is less processing power available.

Generate the Visemes

To Generate LipSync Sequence:

  • Import an audio file to your Unreal project
  • Right click the audio file and choose Generate LipSyncSequence

The following image shows an example:

Apply the Visemes

  • Add an OVRLipSyncPlaybackActor component to your scene. The OVRLipSyncPlaybackActor works the same as an OVRLip Sync Actor component, but reads the visemes from a pre-computed sequence asset instead of generating them in real-time.
  • Set the sequence of the OVRLipSyncPlaybackActor to the previously precomputed lipsync asset. The following image shows an example: