I'm working on a project using the steam VR 2.0 plugin in unity.
I am trying to have one camera in my scene as the player (headset camera) and then have another camera display to a monitor.
I'm finding that the camera that I don't have attached to the Camera Rig is also rotating. How do I stop the camera not attached to the Camera Rig from rotating along with the Vive Headset.
XRDevice.SetTrackingSpaceType returns fail. What’s problem? XRDevice.SetTrackingSpaceType returns fail.
And the log message follow,
Failed to find spatial stage root, falling back to stationary tracking space type!Click to expand...
Anyone knows the reason?
I tried Unity 2017.2.0p2-MRTP5 and U...
VIVE Focus Hi,
How to develop for VIVE Focus?
Can Oculus go App work in VIVE Focus?
I've been learning to code for about 6 months and I think I'm getting the hang of it. I definitely understand how most things work, just building my knowledge base of different unity functions and coding techniques. I'm making a relatively simple VR (Oculus), Multiplayer, FPS game and I'm wondering if some people with experience can let me know how long it might take to have the following in my game:
[Solved] Wrong distortion using Cardboard and Vuforia Hy,
I use Cardboard and Vuforia in the same project for Android and iOS, but the distortion is not working the right way. When working with Android, the order of importing the different packages AND the correct adaption of the AndroidManifest.xml brought a very good solution.
But now I'm trying to achive the same result with iOS and the distortion for Cardboard is not working, although the Cardboard demo scene works well. The distortion looks like there is no distortion correction at all...
I needed a way to make Unity's GUI system work from a hand controller in VR, for Glycon and a few other things. I figured it out, but it was not easy! So I've simplified and documented my code, and open sourced it. Hopefully this will help other Unity developers, too. This should work across all VR systems.
Basically, this means you can build your GUI in uGUI, and test it with a mouse. Then when you're ready to go VR, just...
Discord for VR GAME DEVELOPMENT https://discord.gg/N6pcffV
VR GAME DEVELOPMENT DISCORD
feel free to join and ask questions or share your current project
or any other vr game dev related stuff
Lighting artifacts in Google Cardboard for iPhone I am attempting to develop a simple game for the google cardboard in unity, and everything seems to be running smoothly, but in certain places across the map, black artifacts appear on top my models. I turned off all the lighting in the scene and that ...
I'm working on a native rendering plugin which can be used in VR (Microsoft MR).
The scene perfectly works without VR, but with VR turned on, the content rendered by the plugin can't be visualized together with basic 3D game objects.
The plugin itself is pretty simpel. It just renders a polygon with D3D11. It is triggered by a camera command buffer (AfterForwardOpaque). In addtion to that, there is one single cube in the scene. Once this one is enabled and cut by the viewing frustum of...
Many of our users have been complaining about this bug, as sometimes SteamVR will switch focus away from the game window when the game is started. Looking at the bug report it looks like it won't get fixed for Unity 2018.3, and we definitely can't upgrade our production version of our game to a beta...
Oculus integration teleportation not working I'm using unity 2018.3.7f1 with the oculus integration 1.35. The teleportation demo scene is acting strange. When you teleport using the thumbstick it moves you to the desired spot then to another spot far behind where you started. In most cases it's so far back you fall off the ground plane. I've tried messing with all the components but haven't found anything that fixes it. Anyone else having this problem or know how to fix it?
I'm playing around with Hololens and magic leap and would like to know the best approach to generate content on the spatial mesh?
For example: if you want some grass and rocks appear on the floor?
I'm considering doing raycasts into the space from the user's point of view, and where it hits the spatial mesh I could instantiate prefabs. But maybe there is a more intelligent and controlled way to do this?
Like this is my current setup:
- a particle system attached to the camera that...