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.