I'm working on a plug-in that leverages Unity's built-in VR support, but
I'd like the plug-in to take advantage of Oculus extended capabilities
when the Utilities for Unity are present. It'd be nice to have a #define
that I can use to conditionally c...
I've worked at Pixvana since 2016, and we make an online encoding and
streaming platform for VR video. I've been primarily responsible for
video playback, and our player app, SPIN Play, uses overlay layers for
its 360- and 180-degree content. If you ...
Just a note that I've spent a lot of time rendering 360- and 180-degree
video to Oculus overlay layers, and I haven't experienced this issue.
I'm not sure what might be going wrong in your example, but I can at
least tell you that it's very possible ...
Unless I've misunderstood the documentation link I provided, the section
on "Global custom #defines" seems to imply that just adding a file will
do this. Is this not correct?
That's what I'm currently doing, but it requires an extra step on behalf
of the developer. Workable, but a global define (similar to the built-in
Unity defines) would be ideal.It's easy to add them:
https://docs.unity3d.com/Manual/PlatformDependentCo...