Hi,We want to be able to have multiple release channels (dev, bleeding
edge, stable) to service our dev/test team and different clients with
different levels of risk tolerance. This is fine if we assign any given
user to a single channel, but it seem...
Hi I'm working on an app where the fidelity of text on textures is
really important, so I'm using XRSettings.eyeTextureResolutionScale to
bump up the overall scene quality. This is working nicely but obviously
has a performance cost. I tried switchin...
I'm trying to invite a new user to one of our release channels (for
mobile/go), which we've done many times before. I've added the
recipient's email, they received the invite clicked on the link to
accept the invite, but are getting an error message ...
I'm building a quest app in Unity 2019.2.7f2 with the latest Oculus
integration, and when I build the Oculus store app opens on my PC. If I
close the store app while building, the build crashes. Is there any way
to prevent this?
We are using scrcpy (https://github.com/Genymobile/scrcpy) to "cast"
what our users see to a PC, this works great both tethered and
untethered, but requires us to connect the quest to a PC to enable
wireless adb access (adb tcpip 5555). This needs to...
I second this. Particularly with such tight Facebook integration, it
should be possible to log a secondary user in on a device with Facebook
that is allowed to use the installed games and applications, but has
their progress, etc, saved to their Face...
Did you ever find a solution to this? I had the same issue on the Quest
and ended up:1. Exposing different "joyPadClickButton" fields for Go,
Quest and "default"2. Checking what device the app is running on with
OVRPlugin.GetSystemHeadsetType() and u...