Background application to control charging
Hey! I am gonna be buying a quest 2 soon. But I really don't want to deal with charging the battery. I want to keep the battery between 20%-80% charge (The level of charge in which the least amount of damage to the battery over time is done) So I was thinking about developing a background program that disallows charging at 80% battery and automatically begins charging (If plugged in) at 20%. Or if provoked it would charge back up to 80% from whatever charge it is at. I would also like to be able to disable this feature if I was to bring the quest 2 outside of my home, say to show VR to one of my friends. This would not only reduce strain on the battery but it would increase the amount of play time available while using an attached battery bank. Though the main goal is to be able to not to have to end my play session early due to battery life or even completely run out of charge while in the middle of a play session. I am not familiar with the limitations of quest development. Would this be something that I could do?906Views0likes0CommentsRuninBackground Unity has OVRManager RuninBackground what is Unreals equivalent?????
Hello, its very important I figure this out for my peer to peer VR game on the Quest platform I've been held back from releasing for this very reason. Is there any way to keep unreal running in the background if a host player removes headset and it goes to sleep? If Unity has it there has to be a way in Unreal also right? Thank you.1.3KViews1like1Commenti can't find OVRManager.runInBackground on the last vesion of Unity/Oculus SDK
Hi Dev Friends :) I have an app who need to download content (video) to make them local to play the easyer, but on the initialisation, i can let the headset be in sleepmode and pause it. I use Unity 2018.2.2f1 (64-bit) and the last Oculus SDK where could I change the OVRManager.runInBackground value ? thanks for your answer :)1.1KViews0likes2CommentsMonoscopic background with render texture ?
I can't find information on how to achieve monoscopic background with RT applied to a quad. I was able to do it without trouble some time ago then something went wrong. No matter what it try i get weird results. Is this a known issue with actual Unity (5.3.4p5)/OVR Utils versions, or does someone have some advices ?2.8KViews0likes13Comments