Is there a proper way to implement a call to action at the end of a Gear
VR or Rift game demo that allows a player to go directly to the store
page for the full version of the game and purchase it? In this instance,
the demo and the full version are ...
I updated my project to 4.6.9p3 for legacy integration 0.8.0.0, and all
of my game's sound effects now play with several hundred milliseconds of
latency on an S6 Gear VR. Naturally, this breaks the immersion of the
game. Looking at the 4.6.9p3 patch ...
I've spent a few hours trying to smooth out my camera HUD in Unity
4.6.1p4. No matter what I try, the HUD jitters around unless the app is
hitting 60Hz (which only really happens if I look away from the playing
field). I've tried switching to
OVR_TW_...
Thanks cybereality. I thought of this as well, but it's not really a
great solution for an already-released title like ours because then
there would be two separate full versions of the game running loose that
need to be kept perfectly synchronized. ...
Thanks much guys, will switch down to 4.6.9p2.I investigated switching
to Unity 5 and ported my project to it, but its continuing issues with
baked lighting (and previous issues with mobile performance, though it
sounds like that has improved) made m...
I don't have much to add, other than the fact that I'm seeing a similar
performance problem with fairly simple scenes, using opaque unlit
shaders, with low draw call and vert counts, with no GC alloc or
significant CPU usage.When I disable multithrea...
My personal preference places a tad more weight on the Rift's positional
tracking than on the GearVR's superior display and wireless setup. I
have my project running on both, and being able to lean into the scene
or around the sides of objects is oft...