Hi, I'm converting an Oculus Go project to Quest 2.I find that adding
the controller raycast is slighly off center and the reticle lands to
the right of what of where the controller is pointing.Looking a the
OVRController prefab, there is a slight ti...
Hi, how can set the project I'm working on to 3DOF only?I disabled "Use
position tracking" on the OVRCameraRig component, it kind of works, but
the visual result is quite different from disabling "Tracking" on the
device ( quest 2 -> Settings -> Devi...
Hello,Is it possible to change the OVROverlay Shape at runtime?I logged
the currentShape in game and it changes correctly, but the actual visual
image stays unchanged.I used this to change between quad and
Hello,According to this Oculus blogg guide, setting the
texture.MipMapBias to -0.7 is a recommended setting to keep the texture
relatively sharp.Google this: ( I can't post links
)common-rendering-mistakes-how-to-find them-and-how-to-fix-themBut as
Hello,My simple setup is:- Canvas-- Panel (opaque dark grey)--- Button
(unity default button with uisprite with transparent sides, I just
darkened the color) The problem is that the transparent parts of the
Button sprite also makes the panel transpar...
Since they no longer accept new apps nor updates to existing apps after
december 2020, I unfortunately think it is safe to assume that they are
not continuing with the Oculus Go setup at all.As I understand it the
Quest will completely replace the Go...
I found a an excellent solution that works right out of the box.By
Correia55Unfortunately I can't post links, you can find their Unity
Answer by googling the following
string:sprites-and-mip-maps-in-android-vs-iosBasically Android and IOS
Have you set the Composition Depths correctly?Background needs a higher
value than the videoplayer.It may seem backwards, but it is how
OVROverlay works.Example, set background to 1 and videoplayer to 0.