I'll just throw a few questions here regarding cross-platform
development...1) Does cross-platform also includes PSVR?2) Will other
Oculus services like the Platform SDK also go cross-platform?3) In
Unity, the Avatar SDK forces you to use the OVR Cam...
I’ve implemented a full body avatar using Final IK in my prototype and
while the results are beyond my expectations so far, it’s missing hands
animations.So I was wondering if there was a way to use the awesome
Oculus Avatar hand animations on a stan...
By default, Unity's physics engine works at 60Hz and since Rift works at
90Hz, there's very noticeable stutter when using linear movement on
RigidBodies. I can "fix" it by setting the Fixed Timestep in the Time
Projects Settings so that FixedUpdate a...
The little slider on my Rift doesn't report back the IPD value to the
software so even though my lenses are properly distanced, my IPD value
is stuck at 71mm. I know my IPD is 67mm so is there a way I can override
the value somewhere?I've tried the O...
Using the HMD/Camera position doesn't quite cut it because it's affected
by the head's rotation. I would like to get a height that's not affected
by it. Or as little as possible, so that I get the same result whether
the player is looking up or down....
imperativity said: Hi,I checked with our integrations team and was
provided with the following guidance to share with you regarding this
issue:"That is a fine solution.If it does cause performance issues, you
can also reduce the Default SolverIterati...