I have a project I've set up with the All in One sdk. However for some
reason, adding the Hand Interaction building block to an otherwise empty
scene leads to strange visuals on the hands - they are only visible in
the left eye, and strangely distort...
My Q3 headset (engineering sample) asked me to log back in on the app,
but refused to do so. Resetting it I have attempted to pair it with the
app on both an Android phone and iPad. It will connect to the wifi and
be 'recognised' and then attempt to ...
Rift appears to be running significantly worse since updating to the new
Home hub update. I attempted to leave the 'public beta', but performance
stayed poor.Is there anything I should be doing or not.It's running in
2017.2.0p4, but I've seen the per...
Hey all. Coming up against a frustrating block. Not sure if it's the app
or an Android thing or... really what it could be that's doing it. It
loads the scene and then crashes, throwing up this as it is doing
so:W/Unity ( 3847): D/Unity ( 3847): Unlo...
Building in Unity for GearVR.I'm submitting to the store, yet QA have
come back with some feedback:-Your volume buttons must adjust the volume
using the VR volume UI provided by the Oculus Mobile SDK. Currently,
your volume display does not function ...
It was the latest. However rather than spend more time on that we just
used the project that did not have the bug as the basis and added the
assets into that.So, no direct solution, but we worked around the
problem.
I'm getting this problem with builds from Unity as well. Going via
Android studio I can add the line to the manifest. However, uploading
this version, it them tells me I need to ensure it's signed, but it is
signed with a keystore and V2 via the "Bui...
Ok, was having the same issue. Malware Bytes appeared to be causing Duck
Season to not install. I disabled Malware Bytes and it installed. It
might be worth adding an error message or other feedback on the store to
help out other folks, but in the me...
I've no idea which one of it was at fault, and there's some opportunity
to figure out the specific problem, but for now I'll take a solution to
the issue.
SOLVED!!It was nVidia causing Unity editor to perform poorly, not Oculus
at fault. I went into task manager and shut down ALL the things nVidia
related there and now it runs as it should. It must have been one of
those random things that 'solved' it ...