Opening Oculus Dash with Desktop from Game
In our games, we sometimes need players to interact with the desktop (e.g. after opening a Website in the OS browser to let the player interact with privacy settings only available via a Web interface). With SteamVR, we can open the in-VR dashboard with the desktop view via by using a simple API call: OpenVR.Overlay.ShowDashboard("valve.steam.desktop"); What this does is: a) show the SteamVR in-VR dashboard (that's equivalent to pressing the system button), and b) activate the desktop overlay. Is something like that also available when using the Oculus native SDK? I have tried finding it in the documentation but wasn't able to. If this is not possible, yet, could you please add this? We'd like to offer the same features both when using SteamVR and when using Oculus natively.1.1KViews0likes2CommentsFeature Request: Invisible Unity App flag
Straight to the point: we'd greatly benefit from the ability to flag our Unity-based OculusBridge process as an invisible app as is possible with the native C++ SDK. In the native SDK, this looks like: ovrInitParams params; params.Flags = ovrInit_Invisible; ovrResult result = ovr_Initialize(¶ms); Like some other developers, we're trying to incorporate Oculus inter-operability through a 'bridge' process which runs in the background and isn't meant to be visible/disruptive to the user (in or out of VR) during typical use. As you might guess, our codebase is Unity-oriented codebase and this is basically the only blocker to having the system function fully as intended.436Views0likes0CommentsWhy doesn't Dash overlay work in my Unity app?
Updated to the latest Oculus Utilities for Unity 1.20, added OVRManager.hasInputFocus check to disable hands, and am running with command line parameter: -oculus-focus-aware as listed here: https://developer.oculus.com/documentation/unity/latest/concepts/unity-lifecycle/ Yet when I invoke Dash from the app it goes to the void instead of appearing in game. What's missing?Solved2.1KViews0likes5Comments