Basically, I'm wanting to check which VR system is in use on the Desktop used by the player (Rift, Vive, RiftCat/VRidge, etc.) however I'm finding that the API documentation for OpenVR is just a blackhole of dispair.
Has anyone know of a way with which to poll the OpenVR API for current VR system information?
For example, Steam knows if the user is using Rift, Vive or Vridge (the symbols on the SteamVR app change), how can I get hold of this information in Unity via code/script?...
VR Collectibles …… possible? Hi. I'm currently using Unity 2018.3.3f1 (64-bit) and have made a vr mobile tour using 360 degree images for each of the scenes skyboxes.
Inside each scene I would like to place a single 3d object of an animal that the person can click on and collect so for 15 scenes there would be a total of 15 objects (animals) to collect using the Oculus / Gear VR controller.
Can someone please point me in the right direction as to how I would go about this? I've spent many hours searching but...
I want to ask about a rendering for a VR HMD with the Unity editor in play mode.
I've tried to capture the Unity editor window and show in VR HMD.
I find that the Unity editor in play mode stops to render for a VR HMD when I get any drop-down menu or context menu opened.
The Unity editor in play mode resumes to render again when I close menu.
It is a problem because I want manipulate game objects with the Scene panel, Inspector panel and other Unity editor staffs from VR in...
The controller takes on the arm model, and from what I understand the body model (torso rotation) should be integrated and automatic but in both a fresh unity project with Google VR + Elements tutorial scenes and my own project with assets imported, the arm model stays fixed and only rotates about the elbow... which isn't ideal as I'm playing around with...
Hololens is distorting textures Having problems with Hololens distoring textures along edges, as if UVs are shifting. It's not distorted in 3ds Max or Unity, just Hololens. If I move the edges, the distortion goes away, but that would take hours to do the whole model. Top images are 3ds Max viewports, Bottom images are hololens screenshots. Does anyone know what's causing this?
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Arkit App Losing Touch functionality, mediaserverd crash? Hi guys ,
We are currently running an iOS app with arkit 2.0 in a museum environment on 24 iPad Pros (the new model with depth cam).
The app involves face tracking, where the user can wear different virtual hats, collect items and play mini games. Eve...
Dynamic config on Oculus Go apps Hi,
I have an app that references an external web service. For various reasons I refer to the endpoint using its IP address but if the IP changes, I'd have to rebuild and redeploy. Any suggestions on how to solve this? I could use DNS of course (that's what it's for!) but I assume there'd be some delay while changes propagate - I need it to change immediately. Plus I could use this for a few other things too!
i.e. could it can read the IP from a file perhaps. Or can I use adb to update some...
Scaling the player (Lenovo Mirage) I have a scene that has a scale of 20x20 units. But to the player, it should appear as if it was more like 1x1 sized - so something that the player can view from different angles using the 6dof head tracking.
I know that I should be scaling the player object (I used it in another test, see here: ), but the GvrArmModel thingie is not cooperating very well since the last time I've used it.
Is there a simple way to scale the player's head movement?
I'm just here to ask y'all's opinions:What do you think would be the ramifications of a device that allows the user to type unobtrusively in an XR environment? Enabling texting, note taking, easy web browsing, and generally making...