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Investigate native Oculus implementation #18
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First success: I've built something that runs on the Oculus. It doesn't work yet, but it starts. And the good news is that the non-VR startup scene works (it is shown as a sort-of dialog window hanging in mid air in the Oculus home) and it appears to be interactable: I could press an "ok" button on an error dialog using the same controller point-and-shoot as you use for the normal Oculus dialogs. |
Next step to tackle: how to include |
Note to self: Unity has a copy of the |
I think I have to retract on the statement we don't need #21: the non-VR scene works if you completely disable XR. Then the app is shown as a sort-of normal Android app in a window. But if you enable XR (even if you don't load it for the opening scene) it seems you go straight into the black void. |
Builds are working, with avatar representations. Trying to use pointclouds doesn't crash anything (but obviously doesn't work). Merged the branch into |
Mediascape Museum scene works well enough to be usable. When you go to the stage scene audio works but no visuals (on the Oculus: vrtiny was in the session too and it seemed to be fine). Correction: after a long while it started working. But the frame rate is very low (maybe 30 fps or so). At least performance doesn't seem to be a showstopper: we don't have to be able to run every demo on the Oculus natively. |
#61 may help. |
It's starting to work on Android. For reference: the last issue was that the OpenXR loader settings for Android had to be fixed to set "Initialise XR loader at startup". |
This was implemented at some point in the past. |
It would be nice to see if we can have a native Oculus Quest 2 implementation.
But first we should check whether there are no show-stoppers.
Possible showstoppers:
config.json
needs to work.Assigning to you mainly to start the discussion.
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