Fallback for Oculus SDK requests
Hi all! So I've been implementing the Oculus SDK authentication code into my PC VR game, but it seems that when the Oculus PC client is inactive and needs to start together with the game, Users.GetLoggedInUser() does complete but Users.GetUserProof() does not complete which results in my app hanging. Is there some kind of fallback I can use to detect if something is stuck? I know that there is a fallback where the request itself is NULL because the Core hasn't been initialized yet. However the Core already has been initialized, so the user now waits forever to let Users.GetUserProof() complete. There is, of course, one way to resolve this and that is by using Coroutines, but that's a cheesy way to fix it and I would like to do it as neat as possible. I'm looking forward to your responses! - Maarten1KViews0likes1CommentQuest 2 controllers don't render anymore
I've updated Oculus Integration to version 25.0 and SteamVR to version 2.7.3 (sdk 1.14.15). Now everytime I use the [CameraRig] and OVRCameraRig prefabs, the controllers won't show up, neither map the corresponding inputs. Also, I think there was a recent update for Quest 2. Before all of that, controllers were working normally. At first, I thought it was an issue with my project, but since it also happens in a new clean one, I'm almost sure it has to be a plugin issue.1.9KViews0likes2Comments