

Usage: cl_crosshair_outlinethickness 1.0 cl_crosshaircolor Usage: cl_crosshair_drawoutline cl_crosshair_outlinethickness Ĭontrols the thickness of the crosshair outline.

Used in conjunction with cl_crosshair_outlinethickness. Usage: cl_crosshairgap 1.0 cl_crosshair_drawoutline Ĭontrols whether the crosshair should have outline or not. Usage: cl_crosshairthickness 0.5 cl_crosshairgap Ĭontrols the gap between the crosshair's center dot and the lines. Usage: cl_crosshairstyle 0 cl_crosshairthickness Ĭontrols the thickness of the crosshair's center dot and lines. Usage: cl_crosshairsize 5.0 cl_crosshairstyle Usage: cl_crosshairdot cl_crosshairsize Ĭontrols the length of the crosshair's lines. Usage: cl_customCrosshair cl_crosshairdot Ĭontrols whether the center dot is visible.

I was wondering if anyone who has worked on something similar have any tips, gotchas or code snippets to share?

My goal is to reach the level of quality and polish of the crosshair implementation from the game Time Rifters. I want to make a VR enabled crosshair and open source it to the Unity and Oculus community. No low effort memes, gifs, image macros, etc.Įverything you need to know about the Quest 2 Wiki Pages.Read the FAQ before posting a question.This is a place for friendly VR discussion, don’t start drama, attack, or bait other redditors.New Quest 2 Owner? - Everything you need to know about the Quest 2 Rules of the Oculus Subreddit Welcome to /r/Oculus, a place for Oculus fans to discuss VR.
