If they're local, you can simply send the corresponding texture ID/number and let the clients themselves assign the correct texture based on that.
1 - RedTex
2 - BlueTex
3 - GreenTex
etc, so the client that updates the texture sends the ID of the …
OVRInput has all the controller functionality neatly wrapped up in simple API calls. It really doesn't get any easier. If you're new to (Unity?) or programming, you might want to look for introductions into that to gain more experience in how to uti…
Been using v1.1 since I got Go. Tried updating to 1.2 just now but it's still not launching.
Ended up doing a factory reset just now and installed the apk again. We've got liftoff! :-) Guess I must have fiddled around too much. v1.2 is nuts!…
Your point exactly is:
"Most of the titles are not even hitting 60 reliable, can't go 72Hz without additional hard work."
while my point:
"Most of the titles are not even hitting 60 reliable, can't go 72Hz without additional h…
That's because most are straight from the GearVR library.
...Most of the titles are not even hitting 60 reliable, can't go 72Hz without additional hard work.
That was my point exactly :-)
You're giving too much power to 72hz. It's really not that difficult a target to hit.
It's all about good approaches to making performant games. There are so many great apps running at 72hz on the Store right now.
But we've simply got different ap…
still got no solution and all of your link is broken man
The first link referred to a blog post that was updated and is now available at
Gear VR Co…
You need to be stable at 60Hz first with the lowest cpu/gpu impact. Only after you achieve 2/2 or 1/2 or 2/1 or 1/1 then you can move to 72Hz. You could have game running at 72 with 3/3 4/4 but that's not optimization. Even going from opt…
Dropping down to 60hz should be a last resort if after everything else you can't maintain stable fps or optimal battery life.
Better set target to 60Hz and make it performant enough, and only then switch to 72Hz. It's very hard to …
72hz has many more advantages not related to the pacing of the game. While I see zero flicker in 60hz, I know many vocal people on Reddit shed tears of blood when they use 60hz apps.
Something I do experience though is a noticeable increase in clar…
I agree, official documentation on the dev page for Quest is something we need asap I feel like developers who aren't a part of Start or any of the other "inner circles" are put at a disadvantage. I'm sure there's a business-y reason for holding ba…
It's been working okay for me so far. I created a blank project, imported 1.29.0 of OVRUtilities, and somewhere between fiddling with Mono/IL2CPP backend, switching back and forth between it and runtime version between 3.5 and 4.x it started working…
Thanks! I'll give that a try...
Would it be worth using OVROverlay for the Skybox?
Is it more performant.
The regular Mobile Skybox in Unity is already very performant. OVROverlay has other benefits but I'm not …
Have you placed a VR camera in your scene?
Imported Oculus Utilities?
Enabled the appropriate XR function in Unity?
Made sure you're using supported materials?
That your scene is lit properly?
That your app scene is the scene you include in your …
Yup you need to upload it to a test channel. It needs to be integrated with the Oculus Platform to access the data.
You can read more about it here
Input in games need to work 100%, not 80%. So it either has to be fixed or officially admitted it's not fixable (or saying they won't fix it, period). It's pretty simple really. Lack of transparency in communication ruined a lot of…
...... and mostly just affects games that use the touchpad for linear locomotion; Something that's not really recommended in terms of movement mechanics anyway.
Oh, I agree. However, y…
Bumping this for an update.
I tweeted at Carmack (many times, since the issue was raised) and he keeps ignoring it. Something tells me Oculus is not interested in fixing this because: A. Go is dee…
So my idea was to update/recenter it every five seconds or so
The recenter method assumes you're pointing the controller forward though. Without having that directional input you can't know where to recenter to.
Your actual "Hand object" from which you do your raycasting etc, can easily be parented to either the left or right anchor on start through script.
Right, but as far as I can tell, I have to parent…
@maxBr I don't know of any videos or posts on that technique specifically, but essentially you'd use something like
It has a stereo cubemap material that'll take 2 UE cubemaps (one for each eye), as …