Working on a Rift game, but having a bug where I'm able to unlock
achievements just fine, but other computers are not able to. Has anyone
dealt with this before? Any suggestions on how I can reset the
achievements on my machine so I can retest them t...
Making a game that uses both Xbox One controllers and mouse for the Rift
on PC. When pressing the Home button on the Xbox One controller, it
returns the users to the oculus home app and puts the game in a
"suspend" mode. I was wondering, is there a f...
Does anyone know if it is possible to adjust CameraTextureScale variable
for OVRCameraController while the game is running?I'm only wondering
because I know that if a game isn't running well, lowering
CameraTextureScale can improve performance -- wit...
So before SDK 0.4.1, our team was working on a game that required
rendering additional views with the Oculus's.We were able to get this to
work with the previous SDK by extending the desktop from one monitor to
the Oculus and then moving the two Ocul...
vrdaveb said: Sorry, there is not a direct way to do this. The closest
thing would be to exit VR mode using VR.VRSettings.enabled =
false.Thanks for the response! I'll experiment with that for now. If a
player just clicks an "Exit Button" and I call ...
Thanks for the thread link. I wouldn't say it's completely out of the
question. It's not the ideal solution we were really looking for, but it
will probably be the next step unless we get more information on getting
around this.
Or I guess a better question is, is it possible to set
"UseCameraTexture" to false and still have it work. I tried, but
essentially you have to combine 0.4.1 and 0.3.0, which is rather
messy.Essentially, we want the positional tracking but the render...