OVROverlay cylinder mesh collider (How to generate it)
Hello, Is it possible to generate a mesh collider to the texture mesh rendered by OVROverlay (shape Cylinder // underlay -> underlay Imposter)? I made a curved collider in Blender that roughly matches the Overlay shape, but aligning them is a nightmare and will never be 100%. What we really want is a mesh collider to be generated based on the OVROverlay texture mesh. Is this possible or are we doomed to use and align a separate collider object? I was looking at the .sharedMesh() but it doesn't seem to work here. I browsed through the OVROVerlay script, but "mesh" is not mentioned in the code. So I have no idea how the texture is actually being rendered. Also, the transform of the OVROverlay cylinder is really following the rules, I set a Gizmo box to show the transform boundries, but the OVROVerlay Cylinder is actually being rendered outside of that. Which seems quite strange to me. Hopefully someone can share their experiences with this. All the best, Jesper1.1KViews0likes1CommentReplacing the mesh in customHands
Hi, I'm trying out the customHands in the Sample framework of the Oculus integration. "Assets/Oculus/SampleFramework/Core/CustomHands". they work fine and have nice animations. However, now I have this model of a glove that I would like to replace the default mesh with. It has it's own bone system setup with a skinnedmeshrenderer. How would I go about trying to set that up?588Views0likes0CommentsOculus Avatar SDK broken model meshes
Hello, i am making a game with Photon PUN 2 and oculus avatar sdk (from 1.30 integration in the store), and when i play, 1/8 times i play i get broken models, they look allright in the lobby, never break, when i join the game and the local avatar is created, it gets broken some times, some times it works allright. Im using VRTK too.459Views0likes0Comments