We would love to ditch the Steam requirement, because it's rather silly in a corporate setting.
Can anyone give me any pointers on how to do this, before we order new hardware to test?
(Samsung Odyssey seems to generally be the best reviewed WindowsMR headset, so it would be a good HTC Vive replacement?)
Pie chart error – Graph and Chart asset Hi all,
I am using Unity 2018.2.7f1 and Vuforia sdk to build an AR app. I have written a code to open a pie chart on clicking a button. After the button is clicked however, the chart just disappears. And the following error is generated in the console....
OVR Gaze Event Trigger not triggering script events Hello,
I am new to developing for Oculus. I have a canvas with a menu button. I have attached the Over Gaze Event Trigger to it. I set up the script to run my functions from my VRButton scripts, which changes the BackgroundImage color. However, when I run the program and use transform to move my Gaze Pointer Ring over the MenuButton and I click on the game scene, nothing happens. Please help, I have been going over this tutorial and I can't find any difference between mine and his....
Having Issues switching to il2cpp backend with hololens Hello everyone, I have always used .net for my hololens apps, I would like to switch to il2cpp.
I get this message when I open the solution
All I did was
Make a new project in Unity 2017.4.12.f1
I imported holotoolkit 2017.4.2
Applied the UWP set...
sensing if device is cardboard or daydream it's possible to get the headset name and go from there, but there's no kind of obvious universal app technique - if you list cardboard before daydream, you'll get cardboard and visa versa. Devices change and you'll be playing a cat and mouse game adding new device names.
What would be nice is if we could get some sort of "I am a daydream device" when unity starts, so we can offer cardboard to 3DOF phones and daydream to 6DOF phones and headsets (like the Mirage Solo) from the same app...
Vive controllers not showing up in unity? Hi. So recently i've been dabbling in vr developement after getting my htc vive, but I've come across an issue. I followed this tutorial, and when I press play, my controllers get grayed out in the hierarchy, and I can't see them. They are green in the steamVR window, but I just can't see them. So I did some research and came across...
Publish Remote Host Application in Unity for Hololens I've successfully built the Remote Hosting companion demo in visual studio and ran it on my hololens from my PC, very cool! I'm wondering if there is a way to publish an application that supports remote hosting in Unity as well. I can run remote hosting in the unity editor but cannot seem to find a way to publish a self-contained application with this feature. If that is at all possible it would be great because my preference is to develop in Unity! Thanks for your help!
ARWorldMap with ARFoundation How would I go with accessing ARWorldMap that was introduced in ARKit 2.0? AFAIK ARFoundation exposes no method to access it. Could I write some custom extension to ARKit plugin that would allow me to access it?
ARkit image tracking laggy UnityARImageAnchor Hi,
I am testing Image tracking with different AR tools in Unity - when it comes to ARKit the camera feed is smooth till the point when I found the image - then the scene gets superlaggy. But I have to expect that the image is moving and so it has to ...
Oculus GO and Play mode Hi everyone!
I just want to know if I can setup Oculus GO to run in playmode on unity, and how I can do that.
Thank you people!
So, I've been tinkering with an AR application in Unity Pro (2018.2.2f1) for the past few months, and want to test it out on an iPhone 6. Upon export and link-up with Xcode on my MacBook, Xcode refuses to run the app via my iPhone 6, insisting that the app is requesting "ARKit capability", which I'm learning is impossible on my iPhone.
Now, I'm aware of a few things:
- My iOS export settings in Unity have "Requires ARKit support" turned off.
Object goes through the plane Hey,
I have written a script to pick an object with a rigidbody component by the ray casted from the controller and move it around.
I have added this script to pick it up and drop it and have attached it to the objects I want to pick.