I saw your post here regarding the Oculus Home layer structure.https://forums.oculusvr.com/developer/discussion/comment/621951#Comment_621951
So the order is:
1. Cubemap underlay
2. Cylinder (tile grid)
4. Eye buffer (controller geometry)
My question is regarding 2. Cylinder (tile grid).
How is this done?
Can I replicate it with the Unity canvas UI?
Are you rendering a flat canvas onto a cylinder ovroverlay underlay?
If so, how do you interact with the actual UI canvas through the render texture?
The OVROverlay test scene in the Oculus Sampleframework folder does use a tile grid, but it,'s not interactable. Or am I missing something there?
I hope you have time to answer.
All the best,