When I use the oculus controller certain inputs mapped to the gamepad
also get triggered. For example if I press A on the right oculus
controller the A button on my xbox controller gets triggered and when I
press the grab trigger the RB on the xbox c...
I don't know where else to put this.I recently made a thread about some
banding issues in the Unity Subforum, somebody replied, I would like to
quote his reply and have a follow up question, but it's saying my
comment is awaiting for moderation I thi...
Hi,I'm experimenting with some low-light situations and I'm getting
terrible banding:There is this article for improving banding issues, but
I'm failing to implement the
solution:https://developer.oculus.com/blog/tech-note-removing-dark-scene-color-b...
Hi,I would like to have a magnifying glass effect in my scene. Is there
a way to have a RenderTexture (or something that accomplishes the same
goal) but in 3D, so you can actually see the depth of the image and not
just a flat projection? I'm using U...
Hi,I'm using the OVRPlayerController for my project, and I would like
disable the xbox controller input so it's not being used for locomotion.
Through the Input Preferences in Unity I've already managed to assign
the x and y axis input to other funct...
Hi, if I recall correctly I didn't have to tell OVR grabber that the
object had moved, since I had to let go the grab button after having it
thrown, I guess it recognized that the object wasn't there anymore. So
after you ungrab the object it shouldn...
I could solve this issue by using Unity's Post-Processing Pack v.1
(directly from the unity asset store) by applying "Dithering" and
"Antialising". The question remains though, why the article's suggested
solution didn't work.
PAalto said: I am not familiar with that method, and I am developing for
mobile, which does not support that method, sorry.Thanks, hopefully
somebody can explain why it doesn't work.
PAalto said: I hade the same issue, I fixed my banding problems by
implementing dithering in my shaders based on this tech note:
https://developer.oculus.com/blog/tech-note-shader-snippets-for-efficient-2d-dithering/Hi,
thanks for your reply!Does the...