Hello, This is something that many are going to google eventually, how
to save and read files from an external folder, instead of using
Application.persistentDataPath There are 2 methods, both retrieve
folders for you to manipulate, remember to have ...
I have been fighting with a bug on the Oculus GO where the the body of
the avatar was not loading, it threw many errors related to OpenGL and
Textures.If anyone has this bug, what i did to fix it was force it to
not combine meshes editing the OvrAvat...
Well, many will find this bug that the avatar keeps floating above
normal level or below, so what i did was:1)Override OVRAvatarDriver2)Go
where the HeadPos is set 3)Add or Substract a number to the headPos
variable in CalculateCurrentPose()code: htt...
Hello Oculus community.I tried to upload a ZIP to the rift version of my
app, i wanted to use the same build for Oculus, VivePort, Steam, upon
uploading to Oculus i get the openvr_api.dll error.I think this should
be just a warning, not an error, sin...
Hi , i found and fixed a bug i had with removing the Rift from the user
head. Upon removing the headset the screen would go black and wouldnt
recover, i only had to untick "MONOSCOPIC" from the OVRManager and
solved the issue.Also there is a Bool cal...
rikkcarey said: It looks to me that Oculus (OVR), Valve
(SteamVR/OpenVR), and VRTK all provide the same BASIC cross platform
support: rendering, tracking, and input. However, they all appear to
stop short of avatars (i.e. hand or controller avatars)....
PixelPup said: So... The way we went about doing this was not to have
separate projects for Vive/Rift but we had to have objects with scripts
that we toggled on and off to test various things. We ran into a lot of
issues with the transforms/anchor po...
I use my custom implementation of Avatar Driver, passing the position of
each part and button, overriding the avatar driver is the best way to go
if you use something like VRTK and dont want to depend on Oculus