Implementing a Sliding Drawer
I've been trying to figure out how to implement a drawer. I was able to solve this using VRTK, but I would like to know if it is possible to do with the Oculus SDK. What I have run in to can be seen in this video. https://www.youtube.com/watch?v=VXUo94cvaZc and I believe it's because the OVRGrabbable script makes the hand the parent of the object, allowing it to rotate, while the RigidBody has kept it locked on the X axis. If someone has an example or a tutorial of how to do this, I'd really like to see it.1.9KViews0likes3CommentsGrabbing "screenshot" from 360 video -> setting it as texture ?
I'm trying to take a still from a 360 video, and then set that still as the texture (cubemap?) of the screen. At that point the functionality will change, however I am stuck at this point. I've been trying to use this script (second one down): https://docs.unity3d.com/ScriptReference/Camera.RenderToCubemap.html I've switched gears and am just going to try a less dynamic implementation to get things rolling.520Views0likes0CommentsIs there a file size limit that the Go can download?
Our app is going to have some video content associated with it. I can successfully download all the videos we've uploaded to our server, besides one. I was wondering if there is a hard limit on file size for downloads? The 1.4gb video works successfully, but the 1.9 gb video fails with a Win32 I/O exception- which leads me to believe 1.5gb might be a hard cap for app downloads? I was able to sideload the same video both to the Go, and our local app data on the Go, and that worked fine. It seems to be a download constraint, but I haven't been able to find any reference to this. Anyone else have this issue, or know if there is a cap? Thanks in advance! @NinjaGaijin2KViews0likes6CommentsDoes the Rift handle Screen Overlays differently than the Go?
I had a screen overlay applied when the character moves, to reduce vection. I'm porting the app over from Go to Rift, and this effect seems to have gone away. It could be a mistake on my part with the script, or wiring it up in Unity. I am wondering though: Does the Rift hardware treat textures and overlays similarly to the Go? The effect is basically a texture mask in an overlay that is applied when moving, and then removed when stopped. Any pointers or info would be appreciated! got referred here, they work slightly differently on Rift- https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovroverlay/413Views0likes0Commentsnon-headlocked layer?
So i'm about to submit my first game for review and I'm using unreal engine to build it. what exactly is a non-headlocked layer? I can't seem to find what exactly this mean. from the vrc validator page I see this: Your app must launch into VR within 4 seconds and display a non-headlocked layer.1.5KViews0likes9Comments