Im using the latest oculus unity utilities with 2017.1.1p2. I upgraded
the plugin and deleted the old 1.14 plugin folder. But in the logcat, I
constantly see this error:ovrp_GetAppHasFocus only available in 1.18 and
newer pluginsThere’s a bunch of si...
I've tried to use OVROverlay with Utilities 1.5 and 1.6 beta using Unity
5.6.2 and 2017.1 respectively to no avail. With both the sample
framework scene and any scene I make with a single OVROverlay component
in it crashes on startup when running on ...
I'm using LipSync on my Gear VR project, but it's taking up about 25% of
my frame when decoding the phonemes for the blendshapes. It looks great,
but drops frames on my S6. On my S7 it doesn't drop frames but the sound
can become choppy with lots of ...
I tried out the test scene included in the Oculus VR Audio SDK (with a
Vive, not a Rift yet) and the audio in the test scene with the two
spheres is all crackly. Especially the singing. The positional stuff
works great, though. But as the audio plays...
So I'm upgrading to 5.1 but have decided to use 5.1 with the OVR Mobile
6.0.1. SDK. Unity's native VR mode doesn't seem fully baked yet.But one
thing I've noticed is there doesn't seem to be a way to get the double
barrel distorted view in the editor...
Sure no problem. Although I'm just building and running your overlay
scene from the oculus framework with no modifications. Maybe it doesn't
like some of my piblishing settings? I'll get you a logcat.
Just an update in my adventures in LipSync with Unity. It's pretty much
unusable on the S7. I guess because of throttling issues? Using CPU 1
GPU 3 works fine on S6 (while using GPU skinning to move that load over
to the GPU). On the S7 this is a stu...
Thanks -- I ended up decreasing my scene complexity a little and playing
with the CPU throttling and got the lipsync to work in a frame. But
yeah--I think for most games, precalculated lipsync tracks would work
fine. I'll check out the context sequen...
I can't use the release version of unity because there are too many
lighting bugs in 5.3 -- such is the rolling disaster that is Unity 5.
But I'll definitely turn off early reflections.BTW what do you consider
a "big" room size?Is there a way to turn...