I got it! It's a bit buggy, though. The notification at the end says I can have a max of 9 floating windows, but I only have 8 open. The window zoom depends on the size when you start dragging it into the wall, which is a bit weird. (1/3)
just tried my Quest 3S today and it has the auto window rescaling feature but not the 9 windows feature 😭
(for context my video was on my Quest 3, which has the 9 windows feature but not the rescaling feature)
@uralstechCTO Oh, this is one of Meta's classic chicken/egg rollout problems:
They fixed this, but you need the continuous rescaling and shadow cast feature to have the fix.
i think the more recent versions of HzOS 2.5 have improved the positional persistence of 2D window? i feel like i have to recenter much less when i pick up the headset from sleep to get my windows back.
UXR.QuestCamera v4.2.1 updates the Vulkan capture session to use SMPTE 170M's inverse transfer function to convert sampled non-linear color to linear RGB! #Unity#Vulkan#XR#MetaQuest#PassthroughCamera
https://t.co/N28C1zzFq3
more than a year and nearly 2000 lines of C++ later, i've ported this to Vulkan! even though most of the process was reading LOTS of documentation, it was one of the most fun projects i've done recently. there should be a blog post about it soon, right after I do some polishing.
during testing, i also found out that the S10 5G and M33 5G both only support Vulkan 1.1 (and no dynamic rendering), even though one's on Android 12 and the other's on Android 16... surely, they can update the drivers on the M33 to support Vulkan 1.3, right?
more than a year and nearly 2000 lines of C++ later, i've ported this to Vulkan! even though most of the process was reading LOTS of documentation, it was one of the most fun projects i've done recently. there should be a blog post about it soon, right after I do some polishing.
everything's open-source, just like the GLES3 version. it's currently on the unstable branch of UXR.QuestCamera (permalinked here): https://t.co/mOn4DQ30J0
more than a year and nearly 2000 lines of C++ later, i've ported this to Vulkan! even though most of the process was reading LOTS of documentation, it was one of the most fun projects i've done recently. there should be a blog post about it soon, right after I do some polishing.
I've got all three cameras on the Meta Quest rendering at the same time, using my plugin UXR.QuestCamera, C++ and OpenGL! Did I need to use C++ and OpenGL? No! But I got to learn more about them.