I'm using Unity to build games for the Quest. I've been using FFR for
the longest time on the single Quest device I was developing for. I've
just received and set up a new Quest device, but FFR isn't working on
this one. I've already checked, and the...
Title.I have players in my game wondering if they can livestream to FB,
even though the game was instlled using SideQuest.Has anyone come across
this issue/policy?
HELLO!!I've come upon yet another inquiry that I believe this forum can
solve/help with quickly. Upon reading several articles about font size
in games, since I am implementing my subtitles in 3D worldspace with
TextMeshPro, it is the basic consensus...
Hey dudz,So I find that I am answered more quickly and efficiently on
this forum than google searching, so my basic premise in this post is to
ask what rendering path is best for the oculus? There is a setting
inside the Player Settings and then the ...
Hi all,After getting my raycasting and Unity 4.6 GUI to work correctly
with canvas text, I am wondering what are some best practices/tips on
displaying text in VR. In my project, you are inside an advanced space
suit that will display information abo...
I think my biggest issue is, when you call
OVRManager.fixedFoveatedRenderingSupportedit says 'True' on both
devices. So, although it's supported, it doesn't actually render it?I'm
very confused
It seems that my old one (FFR working) is 128 GB, while the new one is
64 GB (not working). Why would this matter and why is this not
advertised up front, or explained on the FFR documentation page, if this
is the case?