My question is the title. What are the pros and cons? I'm aware URP
should be slightly faster, but I'm concerned that many assets from the
Asset Store wont work with it!
I have a relatively simple question: How can I get the Global velocity
of on Oculus touch controller? Currently, the GrabEnd() method of the
OVRGrabber class contains the following line of code: Vector3
linearVelocity = trackingSpace.orientation *
OV...
Below is pseudo-code which demonstrates my desired functionality. The
code needs to be placed in on the grabbed object. The part in Bold is
what I need clarification on. if (_OVRGrabbable.grabbedBy ==
"LTouch"){//Do something}EDIT:Solution :Public OV...
1) Is it necessary to import Oculus Native Spatializer for Unity in
order to use First Party Audio Spatialization? Are these in fact 2
different solutions? When I import ONSP and attach an ONSP audio Source
component to my Audio source, Spatializatio...
Does anyone know how to do this? There is a distance grab sample on the
Oculus sample framework package, which is intended for Unity 5.5/5.6. I
get compile errors when importing the latest sample framework into unity
2017. I cannot use an older versi...
HotWasabiPeas said: Did you changing the tracking origin type to floor
level, not eye level? It's eye level by default and places your eyes on
the floor.I solved this by using a custom Rigidbody player controller
instead of OVRPlayerController, and I...
yeOndeTv said: alejonce8 said: Alpha14 said: Spoke a little soon, works
great in Unity dev mode. However if I export a build there is no avatar
at all and can see a purple head stuck in the floor. Any ideas? What did
I miss.I'm having a similar issue...
yeOndeTv said: alejonce8 said: Alpha14 said: Spoke a little soon, works
great in Unity dev mode. However if I export a build there is no avatar
at all and can see a purple head stuck in the floor. Any ideas? What did
I miss.I'm having a similar issue...
I know this is late, but in case it helps you: As @cybereality
suggested, make the Player body/mesh a child of the CenterEyeAnchor, and
fix or clamp his x and z rotation values.
@DigitalDownbeat Thanks for that! It is not a complete solution but it
provided a very interesting hoverboard effect. Because the Camera is a
child or grandchild of the player controller, as the Playercontroller
moves towards the camera, the camera m...