I've been trying for a while to figure out whats going on here but
haven't been able to find a solution. Anyone else having trouble with
real-time shadows disappearing on terrain? So far ive tried just about
everything in lighting, terrain, and quali...
I'm currently working on a custom controller implementation based on the
existing OVRPlayerController. In this setup the player is situated in a
floating space. Basically what we need to do is eliminate gravity, and
add controller for the secondaryAx...
While running and with an Oculus HDM attached does anyone know of a way
to detect if the user/player has removed the headset? I'm trying to
setup a script to trigger rendering on screen instructions to the
desktop display and then reload the scene on...
Yep, no response though. Thought I'd ask here just incase anyone else
had any issues with this on other Oculus dev projects. My research
turned up a lot of stuff back from 2014 too but no real solutions. Some
people had lookalike issues with not sett...
@imperativity If you have the time that would be great, thanks!As a
quick primer basically what we've got going on is adding a Y component
to section handling the movement updates and polling
OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick.y)I suspe...
@imperativity Hi, thanks for the input. Did you look at the code I
referenced? Not sure what you mean by pointing me to OVRInput. This is
the class that is used for getting controller input yes but that wasn't
really what I was asking about. If you t...