Right now it seems that the item generation for Home artifacts is
completely random, and does not take into account what is already in
your possession. This is fine when a user's collection of items is low,
but as the user's library grows it creates ...
I just picked up the Oculus Go and while setup went fine and I was able
to link it to my existing Oculus account, I am unable to install any
apps. The download initializes, queues and then fails. I then get a pop
that says "Download Failed". This has...
When debugging GearVR apps, is there a way to display the current FPS
while playing the app on the Gear?With the desktop sdk you can just tap
the spacebar to get a display of important performance information,
including the FPS. Is there something si...
Hoping that someone can help me with this. When I run my app on the
Gear, I get a ghosting effect when I turn my head. The effect happens at
the edges of objects that have different colors. It's similar to the
infamous black smearing, except that it ...
I am considering buying an enormously marked up ticket for PAX East just
so that I can try Crescent Bay. Passes are sold out on the official
site, so I will have to try second hand sources, and take the price
inflation that comes with that. Before I ...
No, TY. I came here hoping that someone had raised the question and that
there was some clarifying response from Oculus or the community. Seems
like the blurriness issues have been getting the lion's share of the
attention though. The home teleport i...
I believe that this is actually referencing the Quest home environment,
not Oculus Home on the PC. The update says:Horizon HomeTo help you
explore your Horizon Home, you can now teleport to different designated
areas in your Home environment.Simply h...
This is already implemented. It just is not really in a super obvious
place. if you bring up the objects menu there is an "undo" button along
with a "redo" button. Accidental object moves were very frustrating
until I found this.
I have been struggling with this myself. I also experimented with using
an updated version of the FPS script from the wiki, but the consistent
59/60 FPS that was being reported, even when my scene was having obvious
performance hiccups made me suspic...