So the Quest overlay keyboard works but sometimes it will just not work
in the sense that pressing the keys won't affect the input box selected
and when this happens closing the keyboard I don't get focus back to the
app (my controllers disappear) an...
I am enabling foveated rendering in Unity
with:OVRManager.fixedFoveatedRenderingLevel =
OVRManager.FixedFoveatedRenderingLevel.HighTop;Even though this is
enabled and also the OVR Metric tool reports FOV: 4 the FFR is clearly
not working. I have even...
Hi, I am using a stereorenderer efffect for mirrors in our game
https://github.com/ViveSoftware/ViveStereoRenderingToolkit/blob/master/Assets/HTC.UnityPlugin/StereoRendering/Resources/Shader/StereoRenderShader.shader
but when updating to a new versio...
We have updated our webpage
http://stormbornstudio.com/index.php/the-game with a couple pics of our
locomotion system concept, as well as story and gameplay mechanics.We
are currently developing for the Vive since we have a DevKit with us.
Hopefully ...
Hi,I recently started learning to develop with unity (and with anything
for that matter) and I have pushed my first prototypes into my gear vr.
I am doing testing as well in my dk1. I am using the unity integration
that comes in the sdk for pc (for m...
With one of the latest updates this popped up, what is the deal with
this? Most of my apps now say this if not connected to Wifi and I cannot
open any.
Is there a simple way to do this? In the latest implementation of the
keyboard in v35 there are instances (only some occasions, not all the
time) when pressing the checkmark or the hide keyboard button on the
overlay keyboard will fail to return inpu...
Whereas now it works much better and seems functional most of the time
there are still issues where the app doesn't return input back to the
app and you are left with dummy controllers after the keyboard is
closed, as some other users have indicated ...