Here are a couple of issues that have been floating around for a while.
It would be great to not have to apply these patches every time I
upgrade the Oculus Integration. It would also be great if there was a
way to do pull requests on the integration...
So far I've tried ONSPPropagationGeometry/ONSPPropagationMaterial
combination. It's in beta, partially broken, and had severe performance
issues in a small test situation (small room with furniture, one static
sound source, two moving sound sources)....
In the file ONSPPropagationGeometry the ReadFile method tries to read
directly from Stream Assets, but on Android this has to be done using a
UnityWebRequest. The code below is a workaround that reads the file out
of streaming assets and saves it to ...
On 4/23/19 Oculus integration 1.36 was released with this note:The
Oculus Integration for Unity (not including the Avatars components) has
been updated to support ARM64 developmentThree months later and Oculus
Avatars still don't support ARM64. If yo...
☝️This is almost a bug in the hand tracking implementation. I can't see
any reason why you wouldn't want the PointerPose parented to the
tracking space, and unless you manually set this field your PointerPose
will get destroyed when you transition sc...
It is not possible. This has been answered multiple times in many
threads. It will be big news if it ever becomes possible. It will be all
over UploadVR and RoadToVR blogs and every VR YouTuber channel if it
ever happens. You will hear about it. My u...
This is getting back into hack territory, but for the next few frames
(seconds?) after getting input focus back you could use
boundary.TestPoint to see if the shape of the guardian has changed. This
way you could immediately respond when the change i...
I don't want you to feel like I'm roasting you, but your machine specs
are perplexing. You have a 1 year old CPU, a 5 year old integrated Intel
GPU and no USB 3.0 at all? I don't think it's possible for a machine
built in the last 4 years to not have...