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FOLLOW THIS FOR THE HANDS TO WORK AND RUN

https://forum.unity.com/threads/quest-update-breaks-input-and-hand-tracking.716807/

The manifest must be in plugins!

https://www.youtube.com/watch?v=sKQOlqNe_WY

https://circuitstream.com/oculus-quest-unity-setup/

https://forum.unity.com/threads/how-to-make-anim-out-of-obj-sequence.479423/

public Mesh activeFrame;
MeshFilter mf;
void Start () {
    mf = GetComponent<MeshFilter>();
}

void Update () {
    mf.mesh = activeFrame;
}

Then I simply animate activeFrame variable to change model. This is horrible solution. If i have aroud 80 models animated like this my framefate drop to half but for now it is enough. I'll have time for tweaking later.

https://wirewhiz.com/vr-button-in-unity/

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