I'm trying to update my project to use the new meta avatars 9.0, but we
need to keep the OVRCameraRig. When the avatar appears the head tracking
works, but the wrists only move if you use hand tracking and not
controller tracking. I'm using the Avata...
For some reason, Oculus SDK is trying to access Horizon during the
runtime of my application. Would anyone happen to know why or how to
disable it or if someone from Oculus would tell us when this is going to
be fixed?
Is there any possible way to change the avatar's appearance on runtime
with only changing the avatars ID. My application has to change
constantly one avatar's look depending on the user and re-instantiating
it is really heavy on the performance
Hi, I'm trying to know in Unity if the headset is trying to connect to a
wifi that uses a captive portal. Does anyone know how to do it or if it
is impossible to know? I already have the implementation of
Application.NetworkReachability.
I started a new project for the oculus go with the new DOTS, to my
surprise, the app crashed when launched to the point I had to turn off
and on the device every time. First I thought it was something with the
optimization configuration, but after se...
I have fixed the problem
https://forums.oculusvr.com/t5/Unity-VR-Development/Meta-Avatars-Controller-tracking-with-OVRCameraRig-not-working/td-p/930865#M20213
Greetings, I have fixed the problem. To fix the problem go through the
next steps: 1. Go to SampleInputTrackingDelegate.cs line 26 (this is
just a percussion) the if statement should be if (_ovrCameraRig !=
null)2. Same script lines 36,37 changed the...