Here is a video showing what the issue ishttps://youtu.be/n5ngEzZSKH0
I'm trying to release an update to Vanguard V but perforance has become
a real issue. The game runs at 150fps on my laptop but the framerate
tanks when I touch the Oculus headset. ...
I can't stress enough that the depreciation of separate eye cameras
without the addition of 2 extra cameras in Unity is NOT production
ready. I've prepared a video showing the issue with proposed
fixes.EDIT---Guess the YouTube button in this forum is...
Follow these steps (since they're not documented by Meta)1st, the
BlendshapeMapping component REQUIRES your skinmesh renderer (with
blendshapes) be a child object of whatever holds the component.After
that, automap should now attempt to match the ble...
The script looks for a skinmesh renderer child game object. It now lists
the mesh. However, the mismatched blendshapes are all locked to "Max"
and it won't let me assign a different blendshape.
delphinius81 said: When the headset is active, frame-rate is being
locked/synched to 90fps, even if your cpu/gpu could push further. It's a
similar principle to having v-sync enabled on a monitor.And there is the
problem. ASW is locking it to 45 for ...