Hi there, I am attempting to upgrade my Unity 2022.3.27f1 project from
using the Built-In Render Pipeline to the Universal Render Pipeline (UPM
v14.0.11). I am building a Mixed Reality project for Quest 3 with the
All-In-One SDK making use of Passthr...
Hi there, I have a simple question for anyone who can answer it. Are
there examples of apps that are live right now that transition from
Mixed Reality to Virtual Reality? Is this something that is permitted
within the bounds of the current Unity All-...
It seems kind of silly to me that First Person mode (at least on the Go)
is just your single hand, whereas Third Person mode is the entire model.
Wouldn't it make more sense for First Person mode to include your the
body up to the neck as well, so th...
Hi @MikeF @NinjaGaijin , I've got the 1.36 Utilities Integration on a
branch on my repo prepping a migration to the Expressive Avatar update.
Just trying to get a feel for the differences and limitations of the new
features. As far as I can tell, it'...
Hi all,My test APK builds to the Oculus app dashboard are mysteriously
failing. I have had this issue before back before Oculus has created
automated tools to navigate building with Gradle and also when I was
leaving some bogus permissions in our man...
AFAIK Oculus has basically punted on this issue and deferred to Unity,
which makes no sense because this exposes an unstable hole in their API
that allows for lower-level Android stuff that you'd otherwise never
ever see come up on an Oculus Go to be...
My app has a lot of issues associated with that as well. Unity only
recently added support for Android runtime permission requests, and
their implementation has a few bugs. In the case of RECORD_AUDIO (used
for microphone access), you can't stuff the...
My company's Oculus Go app has extensive integration with PUN 2 and
Oculus Avatars. I am also totally new to networking. I'd recommend
simply following Photon's basic tutorials and then applying the concepts
(PhotonView, RPC, RaiseEvent etc.) to your...