Hi all,App is finally ready to go into Alpha so that means Entitlement
checks etc so I downloaded Unity Oculus Integration 1.32 (which also
updates the SDK etc) and now nothing works I get the startup logo and
then eternal blackness.In the console ...
Just a general Unity knowledge query.... I have scenes with 50-60
mesh/box colliders in them. In some scenarios I don't need them so I
thought why not make a list of GameObjects that use them and then on
scene load check to see if they're needed and ...
Hi all Have tried just about everything I can think of to get Unity's
default linear fog (or exp) to work in my scenes on the Oculus GO. Some
people say that it works, others that it doesn't. Any clues on what I
could be doing wrong or have missed ...
Hi all Have tried just about everything I can think of to get Unity's
default linear fog (or exp) to work in my scene on the GO. Some people
say it works, others that it doesn't. Any clues what I could be doing
wrong - an export setting perhaps - s...
The app is approved on all counts - except lack of entitlement check.
Have tried to follow the documentation but to be honest - i am
bewildered (more arty than codey - lol). I've setup the whole "can see
in local store" procedure but need a whole bun...
That's awesome news - thanks for the advice. Still got some save logic
to write which would be cumbersome having to test without side loading.
Thanks
Did a whole bunch of research and it appears that once you add the
"Oculus Unity Integration" plugin there's no going back to sideloading
for development The "store compatible" manifest file it creates is
designed to target a different launcher and...
This is what I started with (for setup and settings that work)
....https://medium.com/inborn-experience/how-to-build-an-app-for-the-oculus-go-from-start-to-finish-with-unity-cb72d931ddae
hmmmm - any insights into why this isn't working?? .....using
System.Collections;using System.Collections.Generic;using
UnityEngine;....public BoxCollider bc;public List
BoxColliders = new List();....void Start ()
{StartCoroutine(drawBoxes());}public...