I currently having issues to build one app in both VR and Non-VR mode.
I have to switch between Oculus (GearVr), Google VR (Daydream) and flat android.
The main problem is when I build the app on Samsung smartphone:
Since I can't disable "Virtual Reality Supported" in the player settings (GVR/Oculus cameras in the scene) I just select none in VR SDK's.
Anyway, the phone start the app as a GearVR one and not as a simple flat android app.
When the headset is booted up, the app will run fine once (run from the Unknown Sources tab). However when the user quits the app and then tries to run it again, the Oculus Go will hang on a black screen and all controller functionality will be lost.
I have to reboot the headset to be able to run the app again. Has anyone...
Reference rewrite error when building I am having trouble building my project with the SpiceSharp NuGet package. I can enter play mode fine but when I try to build and deploy to the HoloLens there is this reference rewrite error for SpiceSharp and it's dependant package MathNet.Numerics. Below imgur link has the errors.
Virtual Reality Splash Image Hello,
i am working with the HTC Vive and the Unity Personal 2017.4.3f1 version.
I am trying to build my application with a custom splash image for virtual reality. My custom splash image works fine. The only question i have is, is it possible to ch...
180 vs 360 + Lenovo’s Mirage Camera Hi - Wondering if anyone has used the Lenovo Mirage 180 stereoscopic camera and how they used the footage in Unity (skybox?).
In general how do people feel about 180 vs 360 vs mono/stereoscopic.
It would be great if this could start a discussion between the 'formats' and how good they work with unity
I am using Leap Motion to track player hands and also Vive Trackers for real objects which player is able to pick up and use. The issue here that Leap Motion hands don't fully match real hands and also they have some tracking issues periodically and sometimes loose tracking. So it looks weird when the player holds real objects in real hands but there are no virtual hands or they don't match e.g. grip a little bit.
I want to attach virtual object grip of the real tracked object to the...
Virtual Reality Spectator Screen If you've ever wanted to be a Virtual Reality (VR) Spectator (from a third-person perspective) while others are interacting with a VR environment (from a first-person perspective), then Unreal Engine 4's (UE4) VR Spectator Screen is the ideal feature for you. While running the VR Spectator Screen, you'll be able to observe other players with your computer monitor (or television), which is valuable when you're gathering feedback on an immersive VR experience.
web browser in your VR app Hello All,
I'm looking at implementing a web browser in my mobile app (gearVR/oculusGO) , is there any way of importing the oculus web browser into a custom app or what would the best method be to create one from scratch. I'm not looking for rendering to texture methods but something that can support a proper browser functionality (js, html5, etc) and playback videos, FB, etc.
Any thoughts, pointers would be much appreciated .
I'm building an app for Windows Mixed Reality VR, using motion controllers. Currently I'm set up with Holotoolkit's default thumbstick teleportation mechanic, which works, but it defaults to using gaze, and then allows you to switch which controller you use to teleport by clicking the trigger. I'd like to have the teleportation default to one of the controllers and then stay there, but I can't figure out where in the Holotoolkit code that's being determined. Anyone here have...
Vrtk for daydream? Has anyone got VRTK to work with daydream? Any thing you had to differently from the instructions on the VRTK website? I keep running into errors and I'm starting to wonder if it's even worth the time to figure out what's going wrong....I'd like to play around with their versions of locomotion.
Video intro in AR project Hello Everyone! Would you please advise me how to correctly play a video file intro before all scenes in game?
I want to play an intro video in my app.
The problem is: when I set my ARCamera in Camera render mode in Video Player component, then I bui...
VR, Raymarching, Graphics.blit and custom render textures Hello everyone
I'm actually working on implementing some raymarching in VR to be displayed and blend over the actual scene.
The raymarching itself is working well in VR. I render the raymarching image into a custom render texture (2 actually, one for each eye), during update, and then mix theses with the actual scene, calling Graphics.blit() during OnRenderImage().
For very high framerate (>120 fps) it works well.
For lower but acceptable framerate ( 90 fps), which I'm targeting, the...
Is Teleportation still available in the latest GVR SDK( 1.130.1) ? Hi Everyone I recently tried to integrate the latest GVR SDK for a quick exploratory demo for our studio . I wanted to use the Teleportation system that was in older GVR versions to kind of demo Teleportation functionality without writing it but I notice in the latest GVR SDK ( 1.130.1 .) doesn't seem to have any references to Teleportation at all is there a reason for this? Perhaps I should just roll back to an earlier version of the GVR SDK ? Thanks for any and all info !
Creating a Null Camera Configuration (Check for reflection) I am not able to detect the object using the Hololens. Though I can see the made with Unity screen when the project starts later on it just becomes black and nothing happens. I see "Creating a Null Camera Configuration (Check for reflection)"...