For the few of us here who are using real time spot or point of lights,
the Meta Avatars now sort of support using the AvatarSdkManagerLibrary
in the body tracking input field (which BTW is odd that this is what
sets the shader). It is barely passabl...
If you are not seeing your Meta Avatar(s) render on your Quest build
this may be a solution. Make sure all your Texture Quality settings are
set to Full Res not half as mine was for Quest 1. I came across this
solution after seeing this in Logcat: Gr...
Meta has a big issue that no one is talking about, but you all know
well. That is, the rollercoaster apps that are front and center in the
main store. Many new users are trying them and are turned off of them at
best and/or turned off VR entirely at ...
I collaborated with ROBYER1 on what has now become an official tool on
the Unity asset store that anyone looking to make realistic animations
probably should take a peek at. You can get the same tool I used to
animate all 70+ characters in my dark ri...
I collaborated with ROBYER1 on what has now become an official tool on
the Unity asset store that anyone looking to make realistic animations
probably should take a peek at. You can get the same tool I used to
animate all 70+ characters in my dark ri...
This too caused me some grief before I realized it was 2fa. Would be
great if the integration handled this as I think every developer should
have 2fa enabled. Maybe at a minimum the error can state that it cannot
handle 2fa.
I saw this on the 1.6.2 Release Notes."Memory metrics will be gated
behind system property debug.oculus.enableLiveMemoryProfiling in future
OS versions to save CPU performance" I guess this is telling us a future
version will restore memory usage? Ve...
Has this been fixed as monitoring memory is a very critical part of my
development cycle. I know there are other ways to get it, but OVR Metric
showing memory was very beneficial for me. I wish there was more
community engagement when decisions like ...