Closed MollerAndre closed 9 months ago
Hey MollerAndre,
Yes, there is a way to check that. If you go to the EnvironmentDepthTextureProvider.cs script, you'll see that in the Start function, we use such functionality.
if (!Utils.GetEnvironmentDepthSupported())
{
_isDepthTextureAvailable = false;
enabled = false;
return;
}
This fix just landed very recently, so you will have to update the depth API package.
Cheers
Closing issue.
Is there a way to check if Depth Sensor is available on the Quest model an user is using? If I enable environment depth occlusion on a Quest 3 device everything is fine, but if I do it on a Quest 2 device which does not have depth sensor materials using depth-occlusion shaders are not show at all. I need a reliable way to check (even for future Quest models) if I can enable or not depth occlusion on my scene.