I modelled a room based on a real room so the objects in this room such as the sofa are quite accurately positioned so that in the VR world you can technically 'touch' and feel the objects if that makes sense
But I have one problem and wanted to ask what I could do to overcome this obstacle if it was possible.
I have marked the floor so the user must start from that specific position and must face forward at the TV or the VR environment won't match the real environment and...
I'm wondering if anyone can help me figure out what I'm missing here.
The steps to build this weren't a problem. From a "New project" with a lightweight render pipeline + VR setup, all I had to do was ensure the platform was set to android and that I had assigned a bundle identifier.
I did go ahead and switch to IL2CPP and .NET40 but I don't think those were required steps.
The problem is that this basic project is ALL BLACK screen when I load to device. I would expect to...
I have a problem with ray casting in VR. I have a terrain and I'm trying to implement a point-click-teleport system. I failed to make GvrReticlePointer to work properly, mainly, the reticle keeps flickering and whenever I managed to click, ray casting gives me funny hit points. These are the issues I'm having:
GvrReticlePointer keeps flickering and doesn't work consistently. I understand that it is looking for an interactive gameobjects. I tried few things here:
Compile error vuforia core samples Assets/Common/Scripts/TrackableSettings.cs(22,12): error CS0246: The type or namespace name `FusionProviderType' could not be found. Are you missing an assembly reference?
This is what my help says about my versions:
Vuforia release notes SDK v7.2.20
I have everything checked in the download assistant except LINUX Build and MAC Mono so vuforia AR is checked.
In Build/settings/player setting, I have checked all and still get the same error.
ARKit signal SIGABRT Hi,
On line 33 of main.mm in thread 1:
UIApplicationMain(arfc, argv, nil, );
I get an error: terminating with uncaught exception of type NSException.
Anyone know how to proceed? Uploading to i...
XR Disabled, Gear VR still intercepts launch Hey hey!
I've been working on a mobile game recently and played around with the idea of using a VR camera rig.
And now, I've turned off the VR Supported setting (And also added "None" to the list and floated it top).
Now I'm trying to disable it and use just a normal camera setup, but my phone with the Gear VR software installed keeps launching Gear VR whenever the app launches.
I've been at this for the last 24 hours and haven't had any luck.
The VR app for Oculus, with options managed from PC? I would like to create a VR presentation for Oculus.
The app will be run on Oculus GO, but I would like to be able to monitor the user progress on PC and also manage its options from PC.
Is that prossible and how to start?
As a network game?
Positioning my gameobject at the first tracking (using this code: Pose firstpose = m_AllPlanes.CenterPose results in an undesiderable behavior, because probably the first tracked plane isn't so much stable.
I read in this page:...
One of our player got an issue that the game hangs (not responding in Windows task manager) if SteamVR is already running, but the game works fine if he starts the game without running SteamVR first.
We compared the output_log.txt and found that when the game hangs, the log doesn't print this line: "GfxDevice: creating device client; threaded=1". But this line is printed when the game runs normally.
So I wonder what Unity is doing when when it prints "GfxDevice: creating...
It's pretty annoying too if you are debugging or watching for errors since this plugin seems to have been released without this being picked up on and it also means we actually can't emulate a ground plane in the editor. Makes me wonder why I'm not just using Unity ARFoundation for the...