I have searched the forums pretty extensively for a solution.We have a
launch GearVR Note with Oculus home and all of the launch apps
installed. BTW, Great job everyone!I'm trying to run a native app,
however, whenever I plug the device into the head...
With the release of this public SDK, I would like to share learnings
from developing the launch title, theBluVR, within Unity.* Be on, at
least, Unity patch release 4.5.5p3.* From Oculus, keep on screen
triangles under 50k and draw calls under 100. O...
I was investigating a couple small hitches that would occur in the
middle of a particular scene..A combination of static batching and
camera frustum clipping ended up being the culprit. We figured this out
by moving all of our geometry into the cente...
We are fine tuning our audio mix and are experiencing some large
differences between the volume of what we hear in editor verses what we
hear on the D1 and S5.In a side by side headphone comparison of a single
looping audio file, the volume is about ...
Unity 4.5.2 running on a Macbook Pro ..Yesterday, I integrated the SDK
into our project. I completely rebuilt our camera setup using the new
controller prefab.Things run good on device.However, in Editor, I'm
getting a strange issue with the Right ca...
I've finally gotten our build running. My problem ended up being a
corrupt signature file. A full reimport of the unity project and a fresh
sig file cleared up the loading errors I was running into.I also ran
into the audio, but no rendering, thanks ...
Yes, I had docked the device and installed oculus home.[EDIT] I also
installed the original version of the blu so that I would be able to
launch the new version to test.[EDIT]I've attached a logcat text file.
Upon a closer look it does say something ...