Enable Foveated Rendering in Unity without Oculus Integration
From my understanding, to enable foveated rendering on the Quest/Go, you must use "OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High" or similar to enable foveated rendering in a Unity Project. This also requires having at least one OVRManager on a gameobject in the scene.
I would like to know if it is possible to enable the foveated rendering without the need for the OVRManager in the scene or having Oculus Utilities/Integration imported into the Unity Project at all? Like is there anything we can add to the android manifest or call something from the Oculus(Android) integration from the package manager in Unity?
We want to simply use the Oculus (android) and Oculus (Desktop) packages from the package manager in our application but not include too much of the Oculus Integration asset from the Unity Asset store as it contains lots of code that conflicts with other plugins we are using.
I would like to know if it is possible to enable the foveated rendering without the need for the OVRManager in the scene or having Oculus Utilities/Integration imported into the Unity Project at all? Like is there anything we can add to the android manifest or call something from the Oculus(Android) integration from the package manager in Unity?
We want to simply use the Oculus (android) and Oculus (Desktop) packages from the package manager in our application but not include too much of the Oculus Integration asset from the Unity Asset store as it contains lots of code that conflicts with other plugins we are using.
