I'm trying to integrate Platform SDK into our Gear VR app.
Oculus.Platform.Core.Initialize([app_id]) was completed ok but other
APIs ain't working. I tried both IsUSerEntitledToApplciation &
GetLoggedInUser, nothing happened. (Callbacks never called,...
In my app, there's some scenario where I want to dynamically increase
RenderScale to 1.5 to improve visual quality (on GearVR). This works
perfectly for me. However, changing RenderScale back to 1.0 sometime
causes the screen to flash (/w random imag...
Hi there,We're working on Gear VR app [using Unity] that requires user
to register an account in order to access our online content. Since text
input on Gear VR headset is a bit of a challenge to most users, we're
wondering if there is any APIs we ca...
delphinius81 said: Ah remembered something else! You have to make sure
you call Request.RunCallbacks(); in your update function. That's why you
never see the callbacks being executed.That was it! Thanks!
On more question, for the later scenario (renderScale:2,
renderViewportScale:0.5), do I also pay performance penalty twice? (e.g.
perf implication from setting non-default renderScale + perf implication
from setting non-default renderViewportScale)
Thanks Dave, where can I find more info about the differences between
renderScale and renderViewportScale?I noticed that renderViewportScale
can be 0 to 1, what's the default value? (I assumed 1)Per you note
above, I could set renderScale to 2 (my ma...