Open scruffykat opened 2 years ago
Quick update: I changed the XRrig script to XRorigin. Again, it works fine in editor but android build does the same thing...
I experience the same problem. Unsure how I will fix this.
I've tried tinkering around and I don't think it is the UnityXR plugin as if you add a model to the actual hands (The ones that go through walls but you can't see) they don't glitch at all. Not sure how changing platform can make the player freeze and gorilla hand script break. It is very strange. If I find a solution I will post here (I plan to debug the code in a bit)
Gone through the code but still not fixed :/
Try changing the XRrig device type to headset
Ok thanks, I'll try that later
Tested and t worked perfectly, thank you so so much Duttbust! Now i can finally test the multilayer after I do some final touches
np!
How do you set the XRrig device type to headset?
Select the rig model and under XR rig you will find an option that says 'not specified'. Change that to headset / device
thank you so much, helped me a lot!
The gorilla locomotion works perfectly on desktop, but my friends all use quest 2 headsets. When I built it for android to test, the player remains floating and the hands fly up and down extremely fast. Can anybody help me please? (I should note I haven't modified the player at all yet and I have oculus enabled for android in the XR plugin management in project settings)
Thank you!