phindle
Protege
since ‎12-05-2016
‎02-23-2021

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  • 47 Posts
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Hi,I'm working on getting Mobile Avatars working on GearVR. I've made a Unity player build of our app, using Unity 5.4.3f1 and the 3/3 drop of the Mobile Avatar SDK. This integrated without difficulty into the existing codebase (which already support...
Hello,I am integrating Oculus Avatars for our GearVR game. However I don't know what the process is for customising Mobile avatars.I have downloaded & integrated the 3/3/2017 drop of the Avatar SDK. I have tested this code continues to run without pr...
I am using Unity 5.4.3f1 and a PC with a GTX 960 (not the fastest GPU, but I don't think this should be a huge factor in this case).If I turn on the stats in the Game window of Unity, I see that Avatars take about 1ms each. So 3 on-screen avatars are...
If I look in Windows 10 Task Manager, from a fresh windows boot, I can see that OculusVR.exe is taking 470 MB.Can anyone explain why it's using such a ***huge*** amount of memory??PC has 16Gb of RAM, Intel i7, Windows 10 Pro 64-bit.Thanks!
Hello,If the Touch Controller battery (/batteries) run low, a pop-up message is shown in Windows.My question to Oculus is this : Do we need to show any in game messaging / UI (in the Rift)? Is there any documentation regarding this or examples and so...
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