I am building an app that is supposed to be released on the Vive, Rift,
Windows MR, GearVR, Daydream and cardboard for iOS and Android. I.e. 3
different Android platforms... but as soon as I have the Oculus SDK
installed in my project and build for A...
I noticed that if I set the default system for Unity to load to None
then my camera is always crawling around on the ground level and thus
half the screen displays what's under the terrain. When I set it to load
the Oculus instead then the camera is ...
I have wanted to see my custom avatar in my game since day one...
Instead, whenever I turn on the ShowThirdPerson boolean I either see the
default blue character or nothing at all but in both cases I get 999+
NullFerenceException errors and it turns ...
On the website Oculus says that the shaders may cause the system to
appear unresponsive but in my case it just crashes Unity altogether.
Trying to restart Unity causes it to crash again before the editor even
shows up. Once I delete the shaders Unity...
So I just got an email from Amazon a few hours ago informing me of this
whole Quest 2 causing face rashes thing and went to Google it. The doc I
read cited all the various irritations you could suffer and state that
apparently some people actually en...
I actually found a working solution that will stop working in 2018.3 but
still good for now.Simply DONT install the Oculus SDK manually. Problem
solved. By using the built in Oculus SDK inside of Unity you can simply
remove Oculus from the supported ...
Here's how I do it in Unity... Texture2D player_avatar; void Start() {
if ( XRSettings.loadedDeviceName == "Oculus" ) { Core.AsyncInitialize();
Entitlements.IsUserEntitledToApplication().OnComplete(
EntitlementCallback ); } } void EntitlementCallback...
Interesting read to be sure! Since 2017 is so old already and 2018 has
been out for a while now I was under the impression that nobody uses
Unity5 any more. All my assets on the store require 2017.3 as minimum
(but to be fair, that was because all my...
Hia. Thanks for getting back to me.My way of testing if the problem was
with my code was to open up your sample scene with the local avatar
looking at the smaller avatar. If your sample works but my scene does
not then I know I am to blame. True to f...