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Merge pull request #318 from caseyyee/input-manager-doc
Document InputManager.asset copy, update mobile support section.
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docs/controllers.md

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@@ -51,6 +51,9 @@ To create a new `WebVRControllerInputMap`, use `Asset > Create > WebVRController
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# Configure Unity Input Manager
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To get up and running using pre-configured Input Manager settings, copy `Project Settings/InputManager.asset` from this repo into your own project.
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You can also choose to manually configure the Input Manager by using
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`Edit > Project Settings > Input`
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Below is an example of a Unity Input Manager entries that map to `WebVRControllerInputMap` configuration as shown above.

docs/troubleshooting-faq.md

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## Will it work on mobile?
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The WebVR Assets package targets desktop VR browsers. Mobile VR browser support is limited and not recommended at this time due to the performance and memory limitations of the Unity WebGL Player on mobile browsers. Although we have had some luck running on Android devices (Oculus Go, Google Pixel, Samsung Galaxy devices), Safari on iOS fails to load. We are investigating ways to make the exporter more usable on mobile. Stay tuned!
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The WebVR Assets package targets desktop VR browsers. Mobile VR browser support is limited and generally not recommended at this time due to the performance and memory limitations of the Unity WebGL Player on mobile browsers.
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With that said, we have had luck using the Oculus Go (Oculus browser) and Google Pixel (Chrome with Daydream) devices as well as more powerful Android devices such as the Google Pixel and Samsug Galaxy using Polyfilled Cardboard support. Safari on iOS [fails to load](https://github.com/mozilla/unity-webvr-export/issues/181). We are investigating ways to make the exporter more usable on mobile. Stay tuned!
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Please see [compatibility details](../README.md) for more information.
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