Hey There,We have a game on steam and from what I understand, we can't
have 2 executables for the game which the user chooses from. This means
if we want to take advantage of "DirectToRift" we'd have to make that
option available via an option settin...
Hey guys,I'm working on a static class that can be called instead of the
static GUI methods.using UnityEngine;using System.Collections;public
static class StereoGUI { public static void DrawTexture(Rect position,
Texture image, ScaleMode scaleMode = ...
I'm calling this within a OnGUI loop, however it seems to only draw my
left side instead of drawing in stereo as the name would imply. I
modified the class with a singleton reference, but that shouldn't matter
from what I can see.My Implementation:pr...
Has anyone encountered this issue?Simple reproduction:- Place an
OVRCameraController- Change the depth of the two cameras from (0, 1) to
(1, 2)- Play and notice your headtracking no longer works
Hey guys,I'm trying to get the current facing rotation of the OVRCamera
and it appears to be eluding me.The OVRCameraController appears to store
no information and the rotation appears to be handled individually on
CameraLeft and CameraRight.I have t...
Tried every one of these solutions and I can't build out a Tuscany
project without judder. The frustrating part is that even the Oculus
rift desk demo judders sometimes. Is this device really that picky with
its parameters? I'm on a GTX 770 and I'm g...
In your Quality Settings there's a "pixel light count". Increasing that
number will fix the problem. Alternatively you can force your point
lights into pixel mode by selecting "Important" from the light
component's priority dropbox.
Hi Frenchfaso,This package looks great, just a couple questions for
you...How are you handling the extremities of objects when occluding
them?Let's say you have a tree that you've chosen to occlude, you shoot
a raycast at the tree (at it's center poi...