Forums

  • Multiple target tracking does not work. I did changed the Max Simultaneous Tracked Image to 4 in AR camera configuration. I have only 4 targets in scene in which I want to tracked them at the same time, but when I build to andriod, the app can only tracked one target. View attachment 4215...
  • Recalibrate Oculus GO through another button and block Home Button Greetings, if I want to use Oculus GO in a museum or in an exhibition, I need to prevent the user from exiting the app and entering the main Go menu. I read everywhere that "KioskMode" is nowhere to be seen (even if it is a highly requested f...
  • Draw call targets and different virtual reality platforms Hey there,

    I've been developing a simple rpg that plays out like a story for over a year now. I've been switching to virtual reality recently as the new platforms that are coming out are exciting to me.

    To have a test platform to try out VR I've recently bought a samsung s6 and a samsung vr headset. I got this as when the Occulus Go was announced, it was also announced that the Go would run games that were already on the smsung vr platform, which is basically saying that the occulus go...

    Draw call targets and different virtual reality platforms
  • Get VR room-scale bounds w/ native Unity Hi, is there a way to get the currently set chaperone/guardian bounds (preferably in Unity units) from both SteamVR and Oculus using only native Unity code? Something in the XR namespace, maybe? I was not able to find it 🙁 Philip
  • uGUI in VR? I originally asked this question in the forum UI section, but was advised that I might get better traction here.

    I'm about to start building a Unity UI (2019) that will need to run in both a desktop mode (mouse interactions) and in VR (using a world space raycaster and controller button). I know the Unity UI systems is pretty heavily designed around the concept of a screen, so I've been researching articles and implementations like this from Oculus for working around that restriction....

    uGUI in VR?
  • WWW failing I'm having a great deal of difficulty getting the WWW function to work correctly on the Hololens. My code works perfectly on my development PC. No joy when run on the Hololens. I've tried various iterations to try to find the break point but I'm getting answers that do not make a lot of sense.

    Here's my code:
    Code (CSharp):
    1. public class WebCam5 : MonoBehaviour
    2. {
    3.     public string url = "";
    4.     private float timeout = 0.2f;
    5.     private Renderer mainRenderer;
    6.     public Console console;...
    WWW failing
  • Access WebcamTexture while Vuforia is running Hello, I would like to take a photo during Vuforia is running and tracking. Simply using a webcamtexture is not possible, as the Unity implementation of WebCamTexture only allows one active instance. Retrieving the instance of the WebCamTexture us...
  • Model that is child of image target shows all the time, not just when the image target is recognised Can someone help/explain what I'm doing wrong?

    I am using the "3-ImageTargets" sample scene. I have left the image targets as they are, and imported new models to replace the sample ones.

    For some of the models, all I need to do is drag them in as a child of the image target and it works just fine - the camera is clear unless it recognises the image target, then it shows the model.

    However, for a couple of them, the model shows up all the time on the screen, not just when the image target...

    Model that is child of image target shows all the time, not just when the image target is recognised
  • Unity3D PlayableDirector play timeline animation backwards Hello everyone, I have made a zooming animation to get a close view of a GameObject. I am triggering this animation by using the PlayableDirector. I can just call the Play() method on this. But if the user is zoomed in, I want to make it possible to ...
  • How to edit ENALBE_WINMD_SUPPORT code efficiently Hi,

    I'm wondering... at the moment I'm using the .NET backend for Hololens applications. In the Build Settings, I have "Unity C# Projects" checked. That enables me to create a visual studio solution, where I can edit the code in the #if ENABLE_WINMD_SUPPORT region efficiently. Every time I have to work with Windows.Storage namespace, for example. Boy, is that a time saver.

    But how do you do that when switching to IL2CPP?

    Regards,
    Wavy
  • spawn gameobject from inventory into hand Hi there,

    I have an inventory which i can open and close and which is able to store gameobjects. Do you have an idea, how to spawn an object from the backpack, directly on the hand?

    I thought since the controller is noch grabbin at that time one needs to grab and release to release the gameobject to drop the object.

    I'm using SteamVR 2.2 and its player prefab.
    Unity version: 2019.1.0f2

    Any ideas?
  • WalkOVR is an affordable mocap/locomotion has succeeded its’ campaign
    Hi Everyone,
    I am from WalkOVR team. We are developing WalkOVR, a motion capture based locomotion solution that lets VR users move in the most natural way we can. You can walk/run in place you can strafe, go backwards and strafe. It contains multiple sensor systems and basically captures the movement VR users do and transfer them to your VR system. You can use it in almost any headsets since it has also keyboard and gamepad modes....

    WalkOVR is an affordable mocap/locomotion has succeeded its' campaign
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