Gear VR Rotation Problem I have low poly objects in my scene. I deploy my project to my Samsung S7 Edge to use it with Gear VR. When I rotate my head vision is not smooth. there is a glitch. When I check gyro with "Input.gyro.enabled"I see it is disabled. When I set ...
Animation causing game object to disappear(gear vr) Hey all,
Made a simple animation on a character via unity animator. The animation is simply a path for a guard to patrol on. It works fine when im just tweening between positions but as soon as I add rotation to the animation, my guard never shows up....
Lightmap issues Has anyone ever encountered an issues where the light map is loaded on a scene that been built ? is baked out and saved to disk in the editor but after building the application and running it , there isnt any shadows and seems like lightmap isnt active
Shimmering *aliassing issues* Has anyone come up with any solid solutions to the shimmering , alias issues after building out a vr application ...it looks perfect when running the scene within the editor , but on build its just shimmery ...even got the alias settings on x8
Realtime point lights in VR Hi,
We have a multiplayer game with a mix of indoor/outdoor scenes and are trying to use as much static/baked lighting as possible to keep performance up in VR. However, players can create objects that would benefit from realtime lighting for short bursts (e.g. flamethrowers, handheld torches, etc.). Just to cast tinted light and shadows if possible.
Could someone please advise us on:
1) If this is even a good idea - we don't want to kill performance if 10 players each suddenly create a...
I was trying to use the custom assembly definitions, but I'm running into trouble with putting Vuforia in it's own.
Just a few Questions...
Why is Vuforia in the UnityEngine namespace to begin with?
Will Vuforia eventually move over and be availible in the Package Manager?
What do I need to do to get Vuforia to play nicely with Custom Assembly Definitions?
I was trying to use the custom assembly definitions, but I'm running into trouble with putting Vuforia in it's own.
Just a few Questions...
Why is Vuforia in the UnityEngine namespace to begin with?
Will Vuforia eventually move over and be availible in the Package Manager?
What do I need to do to get Vuforia to play nicely with Custom Assembly Definitions?
How does HoloLens do this? False advertising? I've been searching through the API, looking for some way to show other people what I see in the HoloLens.
I've had my dreams crushed by this page which implies that the only thing you can do with the camera is take photos or save video to mp4.
But then a friend asked me to check out Skype for HoloLens which appears to do the very thing I've...
At the moment I'm in pre-production for a (storytelling serious game) Cardboard title but we are strongly considering switching to the Go.
In the Cardboard environment, we would heavily rely on prerendered images, whereas developing for the Go offers more flexibility where it comes to using realtime 3d environments.
Slice Shader with vr Hey there,
i need your help, hope you can help me.
I would like to have a slice shader like in this video
is it possible to create it in unity for vr, so i can move the plane with the Controllers and see inside an object?
HoloLens – Camera object as child of MixedRealityCamera results in deviation Hi!
I'm currently developing an app for the HoloLens which requires the use of a special Camera object with a specific culling mask. I made it a child of the default MixedRealityCamera so that it follows its movement.
Although it seems to work at first, the more the user moves and rotates their head in the scene, the more that child camera's vision gets deviated.
I put it as a child of the MixedRealityCameraParent instead and it works perfectly now, but I'm still interested: is there any...