It seems that setting the OVRManager.AllowRecenter to false doesn't do
anything. We use artificial locomotion in our game so the allowRecenter
is allowing players to teleport through walls and we'd like to disable
it.
Does anyone know how to access the Oculus API for App Lab apps? In
previous games I've published via Oculus, what I'd do is I'd upload a
build to one of the ALPHA/BETA channels, and then add my Oculus account
to it so that it was in my Oculus library...
Turned out it wasn't related to addressables. We're not 100% sure of the
issue but high confidence level it was one of the following that fixed
it for us:1. Updating our Oculus SDK to 1.11.2 (we were previously using
one that was probably a year olde...
Awesome To add another data point, we are also using Unity
2020.3.32f1. Going back over our crash logs, we were still having this
crash randomly throughout different builds, but it was just when we
introduced those addressable changes that the cras...
None of the dev team has ever seen it happen so we're not really sure
when it happens. We do have additive scene loading but we've had it for
ages and no problem. The only substantial thing we added to our game
between versions of the game where this...
Did you ever find an answer to your crashing issue related to
Unsymbolicated SIGSEGV:base.odex::art_jni_trampoline? We have this issue
too. I believe it's related to Addressables but I could be wrong.
Seems like it's some kind of cache mechanism. I found if you simply put
your new AppID into the Platform Settings, Save project and then close
and re-open Unity, it fixes this issue.