Wow! That is horrendously and embarrassingly bad. Going to have to knock the Linux version down to an unlisted pre-alpha again. Thanks for your post and letting me know that I'm not out of the woods with this yet!
How can it be that this isn't good enough to be on share.oculus.com?!?!
Can I ask why no support for MP3s? All my music is in that format. Probably there's a free way to convert to OGG but it would be nice not to have to do so.
... However, the animated surface of stars has been removed as it was unrealistic and very GPU-heavy...
Quick question on the dev side of things:
- How did you manage to automate the blue "Move on" button to trigger upon looking at it?
I assume RaycastHit.Collider or another similar Raycast technique, but I can't seem to figure out how it is done. The way you implement it really adds to the interactivity of the world, and even though it's such a small thing, it really stood out to me the first time I noticed what was happening.
You are on the right track! I have a box collider set up that is much bigger than the actual button to make it easier to look at since the button is relatively small. Then, when the player first looks at it, a timer counts down until activation, during which time the button's material's opacity is oscillated so that the player has feedback of what's going on. That's about it.
Thanks to including the 64bit linux build, I was able to test. It is quite laggy if I look at the planets but OK if I look at the sun.
Also, they added motion blur into the Tuscany demo, ARE THEY SERIOUS?! Your brain adds motion blur when using the Rift, i don't need software to add another layer
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