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Pr fixes, Oculus Integration 39.0 compatibility #10576
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Azure Pipelines successfully started running 1 pipeline(s). |
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Azure Pipelines successfully started running 2 pipeline(s). |
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| #if !UNITY_2020_1_OR_NEWER | ||
| UnityEngine.Debug.Log(@"Detected a potential deployment issue for the Oculus Quest. In order to use hand tracking with the Oculus Quest, download the Oculus Integration Package from the Unity Asset Store and run the Integration tool before deploying. | ||
| The tool can be found under <i>Mixed Reality > Toolkit > Utilities > Oculus > Integrate Oculus Integration Unity Modules</i>"); | ||
| // Add a note about abandoning Oculus XRSDK if on 2020+, use open xr instead please |
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Is this a TODO, or is this the note?
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It's a stray comment that's no longer needed. Removing in a followup
| /// https://developer.oculus.com/documentation/native/android/mobile-power-overview | ||
| /// </summary> | ||
| public int CPULevel | ||
| public OVRManager.ProcessorPerformanceLevel CPULevel |
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Also, were these changes intended for this PR? I don't see a reference to them in the description
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Snuck these into this PR by accident, these are for compatibility with the latest Oculus package.
| UnityEngine.XR.XRSettings.eyeTextureResolutionScale = resolutionScale; | ||
| OVRManager.cpuLevel = CPULevel; | ||
| OVRManager.gpuLevel = GPULevel; | ||
| OVRManager.suggestedCpuPerfLevel = CPULevel; |
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Is this a change specific to a certain Oculus package? Or is it backwards compatible?
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It's specific to the latest. I want to align ourselves with the latest Oculus version for 2019 where possible.
| List<string> warningNumbers = new List<string>(); | ||
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| // List of new warning numbers to add to the csc file | ||
| // Empty as of Oculus Integration 39.0 https://developer.oculus.com/downloads/package/unity-integration/39.0 |
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Interesting...do we need this List and any code path that uses it at all then? As a follow-up, do we need to stay compatible with previous versions of the Integration Package?
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The code path is in the Oculus Integration Package itself, so not much we can do there.
Oculus doesn't really highlight each package release, so I don't think backwards compatibility should be the highest priority considering their release patterns.
Overview
Addresses comments left on
#10568
#10574
#10561