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vrdaveb

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vrdaveb Oculus Staff

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vrdaveb
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  • Jepplen
    Hi,

    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)
    3. Cursor
    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,
    Jesper


    January 28
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