guygodin
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since ā€Ž03-29-2014
ā€Ž09-02-2022

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Using the Native Mobile OpenXR SDK, I've setup the controller aim and grip pose actions but the returned poses when calling xrLocateSpace doesn't match the 0,0,0 point of the controller models provided here: https://developer.oculus.com/downloads/pac...
The Native Mobile SDK ships with both armeabi-v7a and arm64-v8a libraries but the platform SDK only ships with the armeabi-v7a library.Thanks
With runtime 1.3 it seems like the LayerHeader high quality option is ignored. I think it's enabled by default with CV1 but disabled with DK2? In any case, I'd like to know what's the story.Thanks!
I think this limitation of Home is kinda sad. Any plans to remove this at some point?
Still waiting on hardware so I have no way of knowing if the way the audio driver works will correctly send regular Windows sounds to the headset? Can someone tell me if sounds played in Windows (music for example) will play in the Rift?Thank you.
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