Text-Insertion Pointer is disappearing in Meta Quest Link on Win11
Hi, I'm using Meta Quest Link to dev in Unity and recently (the past couple weeks/month or so?) the mouse cursor has been disappearing whenever it would change into an 'I' caret insertion pointer. So for instance in the entire sub-window in Visual Studio where my code is I can't see the mouse cursor at all. The cursor is still there on the real desktop screen, it just doesn't show up on the reprojection of my desktop. Also even this text field that I'm typing in right now makes the mouse cursor disappear when I hover over it. As you can imagine it makes precise mouse operations difficult. I've tried modifying the Windows mouse Pointer types but it doesn't look like the different pointer types are supported by Meta Quest Link as they show up as garbled bitmaps. Link is trying to display them and is almost there but perhaps the bitmap width that Windows is sending is different than Link is expecting so the recreation of the mouse pointer is garbled. Anyway, the main issue is that the text-insertion pointer is disappearing in text fields. Thanks for any help! Best, Thalleren1.1KViews0likes0CommentsTextMeshPro fix for FXAA
HI, I have an issue with TextMeshPro rendering when using FXAA. The long and short - the game uses URP - the game we are working on uses the Deffered Render Pipeline due to performance considerations - because of this MSAA in URP settings is not available - therefore FXAA on the Camera is the solution to reduce hard edges - [Problem] The TextMeshPro text now has very bad artefacting which makes them hard to read. Is it possible to reduce this or exclude it from the FXAA pass? Tali886Views0likes0CommentsIs there a way to invoke the keyboard overlay in a VR app not made with Unity or Unreal?
In the documentation, there seems to be a way to open the keyboard overlay for Unreal and Unity development: https://developer.oculus.com/documentation/unreal/unreal-keyboard-overlays/ https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/ However there is no indication on how to do the same with a third party engine or app written without using those two solutions, I couldn't find anything in the Mobile SDK docs: https://developer.oculus.com/documentation/native/android/mobile-intro/ Is this functionality available? Thanks in advance for your help!1.3KViews2likes0CommentsUnity text on Oculus GO
I'm developing on the Oculus GO in unity and the text in my scene appears either blurry or jittery. I'm using Unity's text mesh pro, msaa anti-aliasing at 8x sampling. Screen space anti-aliasing just makes everything look blurry. I just notice that the text in the Oculus GO menu UI looks so crisp, clear, and not jittery at all. What was done to the Oculus GO menu UI to make the text look so clear even when the font size is very small, and what can I do to get similar visual quality in my Unity project?2.7KViews0likes3CommentsText Shimmering Problem
Hello, I'm having an issue using low resolution pixel style fonts. When the fonts are viewed in the Gear VR there is a very strong shimmering effect. I can't change change the filter mode from point because of how low resolution the fonts are. The fonts are being used with Unity UI not 3d text meshes. Has anyone encountered this issue before?1.6KViews0likes5Comments