As far as I understand, the VOIP relies on P2P network to do the job.We
are launching support for Oculus Event and considering adding voice
feature with it. The event may attract hundreds of people online
together, so this is a fundamental problem fa...
This is just the demo project described on this
tutorial:https://developer3.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity-gearvr/After
playing around, I found that disable "Combine Meshes" option on avatar
object will avoid the...
Currently, only a few apps are listed in the "Events" tab in Oculus
home, and here is the document just described what it
is:https://support.oculus.com/help/oculus/1787995074854090We have a
photo based VR touring application which is already online f...
Currently, only a few apps are listed in the "Events" tab in Oculus
home, and here is the document just described what it
is:https://support.oculus.com/help/oculus/1787995074854090We have a
photo based VR touring application which is already online f...
Though having a strong background from mobile app development, I have to
commit I am total beginner on 3D stuff which is required by Oculus
mobile.Currently, native app is my main focus, and the only good places
for learning Oculus mobile is various ...
sycx said: We use OVROverlay to display a static stereo cubemap image.We
found there are some issues in OVROverlay implementation:1. GPU Memory
wastefulAs current implementation. we submit a texture(appTexture) to
OVROverlay. then based on it, OVROve...
By the way, with the cubemap layer totally disabled, i.e, only use
Unity's skybox for background rendering, we can not observe this
effect.Our best guess, this is caused by the rendering pipeline setup,
when we mixed the usage of overlay within Unity...
gconvergen said: I wouldn't count on this being high priority for a fix
- it's very, very hard to trigger with the headset on and impact, in my
opinion, is extremely low. It happens in 5.5.4p4, Utilities 1.15 as
well, for what it's worth. Yes, this i...
Hi, I am in the same project with @sycx, and after some discussion, I
will bring some more details here.We are aware of the quoted
documentation part, and the cubemap overlay is indeed set as "underlay",
which is rendered behind the eye buffer, as ou...
Hi, Sorry for the late reply, the crash is solved.But we are facing
another occlusion related issue with avatar SDK, my teammate @sycx have
brought the issue in this
thread.https://forums.oculus.com/developer/discussion/54924/how-to-integrate-ovrover...