I have an Oculus Go application in Unity 2017.4.1f1 that is using a
custom Android plugin to playback video. In my current setup, the
Android plugin is creating its own OpenGL context that is shared with
the Unity context. I create textures in the pl...
If anyone remembers my old DK1/DK2 demo "Welcome to Oculus", then you
may be interested in the Remastered version I created for the WEARVR
remastered competition. I tried to preserve as much of the original
experience as I could, while still updating...
It's been a long time since I've posted on here, so I'm not sure if
anyone remembers me.I had an old app for the DK1/DK2 called "Welcome to
Oculus" that was in Oculus Share. I've had some folks ask for a CV1
version, but until now, I haven't had the ...
Did something change in the software/runtime when the consumer version
was released? The images looks a LOT brighter and more washed out, and
even appears this way in the DK2, so it's not just a CV1 display panel
configuration issue. I'm taking about...
Hey guys,I'm currently deep in development on the next version of
Welcome of Oculus, which is focused around a Gear VR release. However, I
wanted to at least get the existing version compatible with the latest
runtime. This build should just be sligh...
If anyone remembers my old DK1/DK2 demo "Welcome to Oculus", then you
may be interested in the Remastered version I created for the WEARVR
remastered competition. I tried to preserve as much of the original
experience as I could, while still updating...
@KNP54 What if there was a keyboard shortcut that would toggle them on
and off? I'm worried about implementing a system to detect if they are
moving or not (tiny micromovements and/or tracking jitter might be
difficult to deal with.)