How can I read/write files from/to the device while logged in as a
secondary user?I currently write logs as well as user-generated content
to Unity's Application.persistentDataPath, which comes out to be
under:Quest\Internal shared
storage\Android\da...
Using the OVR haptic APIs, I can't seem to find any difference at all
using difference values for the frequency parameter. From my
experiments, only amplitude has any impact on the resulting haptic
effect on Rift S and Quest, besides setting frequenc...
I had my game under another organization at one point, but that was some
time ago. I have since replaced all the App IDs in the Oculus assets
where those are stored. I've done a thorough search and cannot find any
remnants of the old App ID. But when...
EDIT: I answered my own question. For others interested, you can get a
user ID that is the same across Quest and Rift platforms by calling
GetOrgScopeID() and passing it the ID you get from a call to
GetLoggedInUser().
I wanted to share the solution I discovered for this message I kept
getting every frame, and actually prevented my game from submitting
frames to the display on Quest, resulting in a totally black screen. I
was seeing the message, "The current MSAA l...
I saw in the latest XR plugin 3.0 preview package release notes, it
mentions that 3.0 changes the minimum required Unity version to one of
the 2021 versions. So I would assume that means AppSW would work on
2021? Not sure as I haven't tried it yet.
I found that you are at least *supposed* to be able to tell when the
boundary changes or playspace is recentered in Unity using the
XRInputSubsystem.boundaryChanged and
XRInputSubsystem.trackingOriginUpdated delegates.