Hello Oculus developers! I'm David Borel. I've been in graphics for >10
years at NVIDIA, Havok, zSpace, and 4 years next month at Oculus, where
I lead the Engine Integrations team. We focus on core VR and performance
in popular engines like Unity and...
As promised, here are the slides from my Unite 2015 talk. We'd love to
hear about the techniques you are using to hit frame rate.
We have released the Oculus Utilities for Unity 0.1.0 beta. This package
has basically the same API as our legacy Unity integration, but it's
built with Unity's new first-party VR support (UnityEngine.VR). If
you've been using Unity 5.1 with the new ...
Sorry for the confusion and delay here. Our Underlay_Impostor shader is
based on Unity's Standard Shader, which doesn't have the alpha behavior
you are looking for. I would recommend using Oculus/Unlit Transparent
Color for your your object.
Is Oculus Gear vr home app using "Underlay" to Render Ui Panel ?Yes,
Oculus Home has 4 layers, which are rendered in the following
order:Cubemap backgroundCylinder panel (tile grid)CursorEye buffers
(controller geometry)Each layer is blended on top o...
In Utils 1.26 and 1.27, OVROverlay's cubemap support should work as
expected.I've created a new material with the "Oculus/UnderlayImpostor"
shader (I can't find any doc on that either) and... it worked !Sorry,
our docs should have mentioned this. I w...
> the documentation is really lackingAgreed. We will update it for the
current behavior and try to make it a bit more instructive.> why the doc
is mentionning the OVRRTOverlayConnector script, which is nowhere to be
found ?Thanks for catching this. O...
It sounds like you are trying to find the points on the video sphere
that the user can currently see. You could start out by setting it to a
90 degree cone, centered around the user's viewing direction. To be more
exact, you could use Camera.ScreenPo...