04-24-2023 03:10 PM
Hi everyone.
I am working on a VR app that has dynamic text content fetched from an API. There is a loading screen in the app that uses the OVROverlay (Quad) to assign a texture (RenderTexture) created from a TextMeshPro component in runtime. This works fine in PCVR while I am testing using Quest Link, but doesn't work in an actual build. I have tried few things to understand why it doesn't work. I tried converting the RenderTexture to a Texture2D, but even that doesn't work. I verified that the texture is indeed correct by saving it as PNG to the PersistentPath. I also tried using the OverrideOverlayTextureInfo method (in Update), but it didn't work (not sure if I did it correctly). I have attached a screenshot of the OVROverlay Component from the inspector and you can find the code I used to achieve this below (Commented lines include some of the stuff I tried to fix this issue)
Thanks in advance!
Device: Quest 2