If you haven't already done so, please take a look at the Startup_Sample
in the SDKExamples. It shows how to create and implement a small startup
scene that transitions to your main scene. You'll most likely be
required (or at least really want to) i...
The new Unity beta appears to have the fix for multi-threaded rendering
and NGUI (and other dynamically generated geometry). We've tested a
number of projects here with good results, but it'd be even better if
those of you with NGUI enabled projects ...
One of the list of requirements in the Moonlight SDK documentation is
that you should have Multithreaded Rendering enabled when building for
Android.... and you should However, you may have noticed that your
NGUI (or TextMeshPro or DynamicText or o...
The default Android title bar that shows up after launch and slides off
the screen doesn't make for such a good VR experience when you're
wearing an HMD. To hide the title bar requires a small change to your
AndroidManifest.xml file. For Unity, this ...
It's my guess you're forcing Unity to batch all those quads and that's
taking all the time. The Unity stats says 3998 draw calls saved by
batching.Throw a mesh combiner on there and I bet you get back to 60fps.
OK.. so I went back to your original post to see exactly what the
problem was because all I was seeing was the white (corrupted) texture
on the roof of the building and poor performance (judder). So I
originally missed the comments about using parall...
How about you create a brand new clean project.. Install the OVR SDK and
see if everything compiles properly.If so, you could back up your old
project, delete the OVR and Plugin folders (assuming you don't have any
other 3rd party plugins in there ot...