We're making a Unity-based surfboard experience and expect the players
to be standing and using their hands with Touch controllers to steer in
the game. We want them to see themselves and their hands on the board
(via first-person Avatar visualizatio...
- add the 1.32.0 Oculus Spatializer .unitypackage to a Unity 2018.3.0 VR
project with XR enabled and targeting Rift.- set Ambisonic Decoder
Plugin in project Audio Settings to OculusSpatializer- add an ambisonic
sound to a prefab in the scene followi...
Oculus Utility SDK Version: 1.27.0Oculus SDK version: 1.24.0Unity
Version: 2018.1.7Problem:OVRPlugin.cs is not correctly checking for
scenario where XR is not supported. I have a project that was created on
my PC with Oculus Rift. Works as expected o...
I suspect this is saying that the frame was done early and had to be
held or discarded, but I'd like some more info on "Early" remediation
best practices.
I am running on Unity 2017.2, targeting Android (for Gear VR). I am
testing Leaderboard integration in the provided VrHoops app.When I run
my project in the Unity editor, I observe the following
behavior:PlatformManager.Awake calls Oculus.Platform.In...
marmishurenko said: I have the same bug but for unity 2017.4 for 2018.3
ambisonics decodiing is not supported by oculus audio at all Thanks for
confirming @@marmishurenko.Any guidance from Oculus on what to expect
with the ambisonics for Unity?
Wouldn't worry about the first error. It's transient. Switching your
Player Settings to .NET 4.x (e.g.):Scriptable Runtime Version: .NET 4.x
EquivalentApi Compatibility Level: .NET 4.xshould deal with the "Policy"
error. If you don't want to change y...
The Scriptable Render Pipeline (which includes LWRP) is a whole
different rendering pipeline for Unity. The "right" way to fix this is
for Oculus to update their Unity asset package to account for SRP as
well as Standard rendering paths. That seems u...