Oculus – Post Processing V2 doesnt work in play mode ( LWRP ) Hey there,
I hope someone can help me out. I am trying this for a couple of days now.
The post effects work in the scene and camera view but as soon as I hit play they disapear on the camera while still being shown in the scene view. I use the new beta...
CAVE stereoscopic rendering with cubemap? Hey everyone,
I am working with a CAVE like system which support stereoscopic rendering. Now i want to implement such features in Unity 2018 and my first idea was to use the
Method to get 2 Cubemaps (left an...
Vive controller trigger press? Could someone please help me out with this... How to get button (trigger) input from a Vive controller in the latest Unity plugin? All of the questions / answers I have found keep referencing the Player prefab in Steam - which does not seem to exist in...
I am currently using HTC Vive, but will be developing/publishing to Oculus rift also(just haven't gotten around to it). From everything I have read I should be OK using the SteamVR for both Oculus and HTC.
So far I have been using SteamVR plugin (SteamBehaviour). I understand that SteamVR is simply extending openVR, but I am wondering what are the advantages/disadvantages of only using XR that is shipped with unity? In another way to put it, are there any advantages/disadvantages...
CameraCapture.mm error/bug using ARFoundation I encounter a bug when building my app out to XCode, "Use of undeclared identifier 'STATIC_ARRAY_COUNT'" in line 478 of CameraCapture.mm, and I can't figure it out. It seems to be related to ARFoundation, but only appeared when I upgraded to 2018.3.0b5, and LWRP/Shadergraph. No errors in the unity-editor.
I've tried several builds, restarted XCode completely etc, but to no avail.
Any help would be appreciated!
Is there a Vuforia free version build limit? We are developing AR using Vuforia.
Sometimes we have a strange problem and leave a message.
If you move to the tablet after building, you may see that the previous build is applied.
After that, it does not update anyhow, but it applies to the previous...
Where has SteamVR_TrackedController gone! Just updated to latest version of Steam on Asset Store (2.0.1 26/9/2018) and the SteamVR_TrackedController (that used to be in the \Extras) subfolder has gone! I was using that!
Version on github (same one as on asset store?) just says "file...
off Screen VR with head Tracking Dear all,
I met problem , hoping someone can help me.
I want to do a stereo rendering on a 3DVision enabled monitor with active 3D Glasses.
I order to see virtual objects out of screen, native unity camera projection matrix cannot be used. Therefor...
SteamVR wouldn't initialise this morning (was working fine Sunday - been away a few days). I opened the main oculus app which told me I HAD to update my Nvidia driver. I updated to 414.16 10/4/2018 for my GTX 1080. Now I run Unity and the head tracks fine in the editor but the controllers aren't working and the rift display is black!
Any ideas on what to check here? Really appreciate any responses - so much time wasted already 🙁
I am working on HoloLens project and can't for the life of me figure out how I can tell when there is an actual mesh is the scene that I can use to raycast against. Currently I have dependencies on spatial mapping that cannot run properly if there is not a spatial map collider created in the scene. I would think there would be some event that I could subscribe to or something that I could use to start the rest of my app when i know there is a spatial collider there.
Oculus Go Screen Resolution & Anti-Aliasing Tips & Tricks Hey everyone, I am new to Unity and have been working on getting the best possible resolution for my Oculus Go. Hopefully this will be a good thread to share all of our tips and tricks. I reached out to @JoeStrout about this in a conversation to learn...
SteamVR TeleportPoint doesn’t show up anymore Hello everyone,
I have been working lately with the SteamVR plugin and I was currently developing the teleportation system.
At first it was all working perfectly, but now that I tried to get back to it I'm having a problem with the TeleportPoints. They somehow don't show up anymore. They work just fine and the laser turns green when you are pointing at one and everything, but you just can't see this "blue tunnel" that indicates you where the teleport points are.
I don't know if I changed...
I appear to be having a problem with device management using 2 Vive controllers and a Vive tracker. Depending on the order in which they are turned on and off they are incorrectly allocated XRNodes
If a Controller is turned on followed by a HardwareTracker, the tracker will be swapped in as the second (Left) controller. If a tracker is switched on on it's own, it will register fine as a tracker. However,...