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This is just speculation from spending ages working with the Oculus Integration, but OVRManager is a singleton that Oculus intends for you to use...
I only have experience deploying to Quest, but if you're using Renderer Features (Render Objects, etc.) with URP in Unity 2020 it's going to break...
Thanks for this. Saved me a lot of time. It's very funny that this thread is old enough to go the movies by itself and there's still no way to get...
The Oculus hand tracking system has unusual bone orientations. On the right hand the "right" axis points forward (towards the fingertips) and on...
FFR is definitely working (as long as you're not doing any of the stuff that breaks it listed in the above thread), but if you enable DynamicFFR...
UnityEngine.XR.OpenXR.OpenXRRuntime.name returns the name of the active OpenXR runtime. Values I know about: "Oculus" "SteamVR/OpenXR" "Windows...
The best implementation of locomotion via gaze that I've seen was in the GearVR game Land's End. You don't wander randomly. There are marked...
So much of the Oculus Spatializer is currently broken that I'm not sure what parts are working on the Quest. You might want to give the Steam...
Oculus' communication on what's happening with their APIs as they transition to OpenXR has been terrible, but I'm assuming they intend developers...
I base a lot of my decisions off of Steam's hardware survey....
The OVRGrabber script is... the kindest way to put it is "a half-finished thought." The fact that it's included in the Oculus Integration gives...
You can use Vector3.ProjectOnPlane to remove the pitch up/down from the camera's forward vector and position your UI at the end of that ray. You...
You've described this issue (or something similar) in multiple posts and it doesn't make any sense to me. You've got to share some screenshots or...
When "Enable Physics Capsules" is true on the OVRSkeleton script, there's code in there that enables/disables colliders on hands. I think it's...
You should write an abstraction layer for input and a spawner for VR camera rig prefabs. What I have in my project is instead of any specific VR...
I think the name of the controller poses in openxr are grip/pose instead of devicepose. And I'm not sure if istracked is supported in openxr....
If you create a default Unity XRRig there's a "Camera Offset" script at the root that does most of this for you if the tracking mode is set to...
Microsoft has an open source utility called Visual Profiler that does this nicely. It stays in front of the user but doesn't change pitch when you...
If you're using SteamVR I'm assuming you've got the SteamVR_Input plugin installed as well? If so in the Valve.VR namespace there's an event...
I'm not sure what part you aren't clear on. From your description above it sounds like you don't need to be rendering the scene from all cameras...