Level 4
since ‎12-30-2013

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  • 23 Posts
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We're making a Unity-based surfboard experience and expect the players to be standing and using their hands with Touch controllers to steer in the game. We want them to see themselves and their hands on the board (via first-person Avatar visualizatio...
- add the 1.32.0 Oculus Spatializer .unitypackage to a Unity 2018.3.0 VR project with XR enabled and targeting Rift.- set Ambisonic Decoder Plugin in project Audio Settings to OculusSpatializer- add an ambisonic sound to a prefab in the scene followi...
Oculus Utility SDK Version: 1.27.0Oculus SDK version: 1.24.0Unity Version: 2018.1.7Problem:OVRPlugin.cs is not correctly checking for scenario where XR is not supported. I have a project that was created on my PC with Oculus Rift. Works as expected o...
I suspect this is saying that the frame was done early and had to be held or discarded, but I'd like some more info on "Early" remediation best practices.
I am running on Unity 2017.2, targeting Android (for Gear VR). I am testing Leaderboard integration in the provided VrHoops app.When I run my project in the Unity editor, I observe the following behavior:PlatformManager.Awake calls Oculus.Platform.In...
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