We've discovered a crash in the audio spatializer Unity plugin DLL on
older CPUs without AVX. (The CPUs are officially unsupported, but we
recognize that some users will still attempt to run Oculus software on
them, resulting in developer support req...
Hey folks: we've put together a sample of using the Avatar SDK with a
few scripts to add object grab/throw functionality. I've attached it
here. It requires the Oculus Utilities for Unity, and the Avatar SDK.
This isn't the end of our hand samples, b...
Please let us know if you encounter Touch and Haptics issues not on this
list. Thanks.New Known IssuesTouch tracking in some setups can
occasionally (around once/minute) become highly jittery and unstable for
around a second.GetControllerAngularVeloc...
Heads up: if you're on the Alpha channel, you're going to start getting
early drops of 1.9. It's still fairly early, so if you need something
really stable e.g. for demoing, you should get off of the Alpha channel
and onto the Live channel. Otherwise...
In the latest Touch sample, there's an included Unity scene called
TapeMeasure which demonstrates several ways to use the new haptics API.
(There isn't a UE4 sample, but the current UE4 integration has a
blueprint that allows you to play a waveform u...
Hi Ben-- there's a fix for this in an upcoming release but in the
meantime there's a pretty simple workaround. If you set the Parent
Transform in OVRGrabber to the hand anchor, held objects should track
fine. You could also/instead try using Parent H...
Any of our sample scenes (in the SampleFramework folder) should do that,
with the DebugUI. It updates the endpoint every frame so that the laser
doesn't go through the canvas. Not saying you need to use the sample,
but that the code itself to do that...