Bug Report: Accumulation of Black Passthrough Quads due to OVRTrackedKeyboard
I'm using the Meta All-in-one SDK (v62), and there's a minor bug that is impacting the user experience. Whenever a keyboard is loaded, it creates a passthrough "Quad" with it. The problem arises when it creates a new "Quad" without destroying the existing one, leading to the scene accumulating numerous black passthrough Quads. You can easily reproduce it by toggling "KeyboardQueryFlags" between Local and Remote repeatedly. Its in OVRTrackedKeyboard.cs Script, function : LoadKeyboardMesh() variable : passthroughQuad_620Views0likes0Comments