I am currently implementing OpenXR for Quest into my custom game engine
and am running into some issues:An action bound to
"/user/hand/left/input/menu/click" gets triggered by the "Y" button AND
the "menu" button. I'd expect it to only be triggered b...
I've been working on a small game for Oculus Go off and on over the last
two months or so and would like to get a small discussion / data
collection / something going, on what performance related decisions
others make.Some questions to get started:Do...
I'm having an issue with Dash not deciding if it is behind or in front
of things in my Scene. The left eye is fine but the right one is
flickering badly. This only happens at < 90fps and only if ASW is
enabled (I tried the different modes using the O...
First issue I noticed is that the documentation for the "Depth Buffer
Support" is quite limited, would be nice to at least have the tiny room
samples use it. But I think I figured it out now. So if I pin a window
it will use the depth to show if it's...
Check out my VR prototype I created this weekend for Ludum Dare 31. It
uses the Oculus Rift DK2 and a Razor Hydra.Unfortunately it currently
only works on OSX 10.9+ and there is no gameplay without Rift and Hydra.
I might port it to windows once I ge...
I have and it works just fine.You need the Oculus Platform SDK for the
entitlement check. I don't know if there is a standalone plugin for it
that you can use or if you need to stock to the OculusVR plugin (but I
think you can enable OpenXR with it s...
Another problem I now encountered is that if I request the microphone
permission, xrWaitSwapchainImage will always time out after the popup is
closed. If the timeout is high it will just freeze until the timeout is
over. After it times out everything...
Another problem I encountered is that when adding a suggested binding
for the "simple controller" interaction profile, it will be used even
though I am using touch controllers and have a suggested binding for
them. (On Quest 2) Edit: This actually de...
I've also been trying to use it in my own custom game engine. It works
great on PC and mac, however the android version of the plugin is built
against a c++ standard library that has been removed from the android
NDK about a year ago and is not compa...
I believe the go supports pretty much everything, but of course that
doesn't mean you should actually do it, at least not a lot. Also it
looks like OpenGL ES 3.1 does not include geometry shaders, so if you
are targeting that or an earlier API with U...