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I've posted another beta version of Crashed Lander for Windows that includes support for the Oculus runtime v0.7. I also went ahead and updated the game from Unity 4 to Unity 5, which turned out to be a *lot* of work. Big changes to the physics engine meant that I had to re-configure and re-jigger every active object in the game. Making the switch means that I get to use Unity's built-in support for the Rift which will make it much easier to keep up with changes to the Oculus SDK/runtime. Here's a run-down of what's changed in v2.6beta
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