"mobileMTRendering" Error with Unity 2017.2
I just upgraded to Unity 2017.2, and I'm getting a error on lines 290 & 295 of the OVRLint.cs script that "'PlayerSettings' does not contain a definition for 'mobileMTRendering'". It appears to have been removed from UnityEditor.PlayerSetting" class as part of the changes to version 2017.2? Are others seeing this or am I missing something?5.1KViews0likes9CommentsUnity5 development and building a game error
Hi there.. when I build and package a game I have develop in unity5, it does create an exe file.. which is correct.. I have the oculus CV1.. in general setting of the oculus application I have tick the "unknown source" tab and I am trying to run my game.. On the oculus, it gives me an error called "unity.exe is taking a while to load...." is there any way to solve this.. please help.4.3KViews0likes17CommentsThoughts/ Experience and advice on best setup for a new commercial release for Quest.
We are beginning production on a commercial title for the Quest and I am looking for the general consensus on what other developers think is the best setup to go for. Our current options seem to be - - A 2019 LTS Unity using Oculus Integration package - 2020 Unity using Unity XR Plugin We are required to have hand tracking support, and from what I have read Unity XR Plugin doesn't currently support this. I have experience in the now deprecated Oculus Integration package and Unity XR looks like it could be a great solution for us, but it is also in preview and missing features we might/do need. With the Unity XR plugin how do we get access to Avatars, play space info etc I'm looking for some thoughts on what experience people have had, I dont know of any commercial releases with Unity's XR plugin yet! Thanks!712Views0likes0CommentsNative Android with Unity development
Hi Friends, Suggest me to develop android application (Android Studio) with support of Oculus Gear VR (Develop separate project in Unity android ) I have added below meta-date in manifest file (Android Studio) to trigger the Oculus Mode <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/> Unfortunately Oculus mode is automatically starts at launcher mode. But I need to integrate the Oculus device after the login page complete. Kindly suggestion me to develop further steps. Note :In Developer Mode is working fine as excepted can able to access android login page but in distribution mode it is not working the same.618Views0likes0CommentsUnity oculus integration with native android
Hello guys, I just created an application in Unity to see in the Samsung Gear VR, the problem I have is that the client who requested this work wants to press the icon on the phone to appear the splash screen that says "to open This application, insert the device into Gear VR "( attached image) and when inserting the phone to Gear VR the application will begin inmidietly. It will be grat not to use any external application like the Packable Disabler Pro to disable the Oculus app that starts automatically when you insert the phone into the Gear VR. The reference that the customer showed us complied with all of these features described at the outset so there must be a way to do it. Anyone know how? I will greatly appreciate your help.617Views0likes0Comments