One reference point you have is the sensor pose. If you can get the user to put their sensor at a particular location in the real world, you can adjust OVRCameraRig.trackingSpace such that OVRCameraR… (投稿を表示します)
Yes, Oculus Home has 4 layers, which are rendered in the following order:
* Cubemap background
* Cylinder panel (tile grid)
* Eye buffers (controller geometry)
Each layer is blend… (投稿を表示します)
In Utils 1.26 and 1.27, OVROverlay's cubemap support should work as expected.
Sorry, our docs should have mentioned this. I will get them updated. To render 3D geometry on top of the cubema… (投稿を表示します)