(Using Unity 2019.3.0b11)Testing in my own scenes as well as the
included yellow ball test scene the Oculus Spatializer will not treat
ambisonic audio properly. No matter what I do it positions the audio at
the source and spatializes it as any other ...
Hi There,I've been working on getting OVRGrabber.cs in the AvatarGrab
scene to work across both Vive and Rift. I am using Unity 2018.3.I'm
running into odd behavior where AvatarGrabberRight and AvatarGrabberLeft
won't move along with the controllers ...
I'm curious if there is any information about the Quest Guardian system
and how it will differ from the Rift.I'm in the early stages of
development for an experience where I will want to dynamically adjust
the environment according to the players con...
Hello!I am planning on ordering parts for a new computer build in the
next week or so. I've seen some information floating around about USB
3.0 controller incompatibility and was wondering if there's an official
list anywhere?This is the current PC p...
Everywhere else I have read the specs for the Dell XPS 8900 PC it has
indicated Windows 10 Professional 64 Bit.However, when I clicked through
to the dell link in my order history, the bundle is equipped with
Windows 10 HomeShould I hold off ordering...
Hi Matt,Thanks for taking the time to do this AMA, I'm sure a lot of
people are anxiously awaiting the delivery of their Quests and it will
be great to have some questions answered regarding the new system.Two
questions:1 - What sort of access will U...
Time.timescale is being set to zero on launch. I can't find where it is
happening but if I run an alternate script that updates Time.timescale
to 1 shortly after launch then the physics work and grabbing works with
both the Rift and Vive.Simple fix i...
It seems the problem is that Unity physics are paused on launch and
don't activate until the Rift is put on your head. (proximity
sensor)When running the scene with the Vive the proximity sensor is (as
expected) never detected and while the scene ren...