So we noticed today when we updated to Android 12L with OpenXR 1.7 & 1.8
for Unity it wont render anything with URP. It works without OpenXR
plugin and only OVR plugin tho. Anyone here knows a workaround to get
this to work?
So recently I noticed OpenXR added support for FOV and Display Refresh
Rate so I started to invest some time into figuring out how to enable
them and change values in runtime. So after a week of a full mental
breakdown of not getting anything at all ...
We had some huge performance issue on new firmware update with our store
apps. I would like to double check if someone else here got the same
problem. Our 72fps apps running down to 8-40fps and spacewarp going
crazy. Even our R&D apps running low aft...
We starting to get Death screen / blue screens after latest Oculus
update on our computers at studio. Anyone else having problem with
random blue screens when starting Oculus app or pressing "Play" button
in Unity when using Oculus?
i used a button instead of inputfield, when i click on
button/fake_inputfield it targets the child text component so it acts
like a inputfield. good for now (looks identical) but they should fix
the real inputfield bug
yunhan0 said: I solved this issue by writing a class inherits from the
input field. So remove the default InputField component and attach the
MobileInput. Don't forget to assign some properties such as
TextComponent and Placeholder inside the new Mob...