I'm currently experimenting with some visuals and I would like to give a game a very retro look, and among other things I would like to get very noticiable jaggy borders (I know this probably goes against the standard guidelines but I want to give it a try and see how it looks).
In none vr mode I would render to a texture (lowering the resolution) or simply decrease the resolution in the player settings, but how would I go about it with an VR-Oculus project?
Windows immersive MR without UWP I think the new immersive Windows Mixed Reality headsets are great. On the other hand, for me UWP is just annoying.
For example I want to develop applications that can freely access files without sandboxing.
As far as I understand, currently Unity requ...
hi guys, i have a question, please help me ! In Unity 5.5.1 and prior, to determine 'center of screen' with Unity's VR mode enabled, we would check the eyeTextureWidth and height, something like this: centerOfScreen = new Vector2(VRSettings.eyeTextureWidth / 2, VRSettings.eyeTextureHeight / 2);
This quit working in Unity 5.5.2, and now even with VR mode enabled I must obtain 'center of screen via Screen.width and Screen.height. centerOfScreen = new Vector2(Screen.width / 2, Screen.height / 2);
Auto Restart Cloud Reco when Target lost I was wondering if anyone could assist me with making the Cloud Recognition automatically restart upon losing the detection of the cloud image target? I would like to not have to manually press the restart GUI button between each scan.
AR camera jittering Hello there, I have just upgraded a AR project from Unity 5.4 and Vuforia 6 to Unity 2018.1.8f1 and Vuforia 7.2.24
After this upgrade the AR Camera starts to jitter on tracking found. I have followed the tutorial for the new Extended Tracking configura...
Discussing the fee tier Hello there,
Recently I started using Vuforia 7 and I noticed, watermark is missing. Does it mean that Vuforia is free now? There are no limits anymore like 1000 downloads etc?
Applying a mesh to a vertical or horizontal plane with ARKit I'm looking to create a mesh using Vector3 coordinates on a floor or wall. Essentially, I'd like to create overlaying mesh on a section of floor or wall, as defined by the user. I'm looking to generate the coordinates via a HitTest through user input; either touch points or finger trace. The mesh would be applied to the selected area. Is is possible to utilize the Vector3 coordinates to generate a mesh or am I heading down the wrong path for what I am trying to do?
Stop tracking and remove detected planes Hi all, I'm looking for a way to stop the AR tracking once I have placed my objects in the scene and also to remove from the screen the planes already detected.
I tried using UnityARSessionNativeInterface and ARKitWorldTrackingSessionConfiguration by disabling the plane detection and submitting the config changes to the session, that makes the application randomly crash and even stop working. Is there a different approach to do this.
VR into a youtube video file Hello,
I've got a finished unity exe file and I would like to make a video out of it like this one:
How can I do it? I don't have the original unity file.
I'm relatively new to Unity--after jumping ship from Unreal I'm trying to find my way around this new world. One thing I'm trying to do is create a simple UI settings menu. Something that can pop up (doesn't need to follow the user's point of view), has a few tabs or pages or whatever, then can be closed.
I know that I need to use a canvas that's set to world space, and I can figure out setting up buttons and all, but I can't figure out how to make the canvas multi-tabbed or...