How to disable Quest recentering in Unity XR 2019.3?
Previously we could just call `ovrp_SetReorientHMDOnControllerRecenter(false);`, and set the tracking level to stage, but using the XR Plugin workflow, it looks like even though this method returns true, it's not honored, and the recenter will still teleport you manually. The comments layout why you would want to disable it: > /// If true, the Reset View in the universal menu will cause the pose to be reset. This should generally be > /// enabled for applications with a stationary position in the virtual world and will allow the View Reset > /// command to place the person back to a predefined location (such as a cockpit seat). > /// Set this to false if you have a locomotion system because resetting the view would effectively teleport > /// the player to potentially invalid locations. Also, `ovrp_GetAppShouldRecenter()` seems to always return false, even during a recentering operation. So I have no idea why AllowRecenter used to work on the Quest, but the calls appear to not be working now, in 2019.3. So, in 2019.3, using the new XR Plugin system -- how can I disable location recentering, so that the player can't use it to teleport behind walls, etc.?7.6KViews1like5CommentsProblems with 5.7k video in unity on the oculus go
alrighty, so the program I am making is a simple video shell app so all it does is allow the player to pause the video and click on some pre-defined targets that give some info about the thing in the video. pretty basic right? so I am using unity and how I am playing the video is by playing it to a render texture and using that render texture as the skybox and that all works fine. so far I have been testing it with 2k footage and that runs fine but I read on this page: Encoding High-Resolution 360 and 180 Video for Oculus Quest and Oculus Go [Updated to Include h.265 Support](on the Oculus Creator blog) that you can use 5.7k @ 30fps (5760x2880) so I got new footage and the 6-minute clip was 2.8gigs added it to unity and built it out to my go and tried to run it and I don't even get to the made by unity page it just crashes. so I guess my question is this does the problem lie with the resolution of the footage or the size of the footage or unity? Thanks in advance.2.3KViews0likes7Comments