I'm trying learn about WebXR and I'm finding that my library of choice
isn't playing well in the Meta Browswer, locking at about 30 FPS. Now, I
see 60 FPS on the desktop with Chrome and I know that's because Chrome
is locked in a vsync. I can pass Ch...
I've been away from Unity for a bit, so I'm sorry if this is a FAQ. In
Unreal Engine, I've been able to do Hand Tracking on a Quest, yet still
support non Oculus headsets like an HTC Vive or a WMR Lenovo. Using the
OpenXR solution in Unity, I see I m...
So many people are having trouble with getting this going, I've started
a simple example project. It's not complete yet -- I only just started
it. But you're welcome to look at what I've done and how I did it.I
intend to show how to get it working wi...
I've been trying to figure out how to implement a drawer. I was able to
solve this using VRTK, but I would like to know if it is possible to do
with the Oculus SDK. What I have run in to can be seen in this video.
https://www.youtube.com/watch?v=VXUo...
I can recommend a magsafe connector that works fine with Link.
https://www.amazon.com/dp/B07MMKZ8XD/?coliid=ICQBJ7UXTRV6E&colid=DNRWB1MVNN4V&psc=1&ref_=lv_ov_lig_dp_it
I have tested it with my Link and it works fine. But you have to have
the plastic ...
You're not going to 'test on Quest' with Link. You can use play to
preview, but that's going to be using your GPU on your PC and display on
the Quest. You're testing Rift. The only way to test your app on a Quest
is to build and deploy an APK on to t...
SorciumGames said: Such a welcome feature incoming for developers. Does
anyone have an idea when this will be implemented for UE4?It's "already
there". All the Quest is going to do is emulate a Rift. it's NOT going
to be the same as running on the Qu...