A way to do raytracing in the quest 2? or some non-mesh rendering option?
hi everyone, I'm developing a small raycasting test in unity, this works fine on PC and Android, but when I tried to run it inside Quest 2 I got some issues. in fact I'm trying to display my output of the raycasting algorithm inside the screen directly, I'm using a Unity RenderTexture and Graphics.Blit() but this method doesn't work with quest 2, I've searched every possible thread I found on line but no luck I'm following this article I found online: http://blog.three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/ so my question is, is there a way to render things directly to the screen (or just render them without meshing) within quest 2 using unity? I don't want to use mesh because of the inefficiency of running marching cube algorithms and mesh triangulation algorithms1.3KViews0likes0Comments