360 Camera in VR with spatial Tracking, posible? Does anybody have any advice for doing this?
I have a customer that wants to do a live video playback with a 360 camera being seen through a VR Headset, but having spatial tracking in a specific room that can be setup ahead of time, so it does not matter if its using markers or not for tracking. I have tried to search here and google for anyone doing Augmented reality with 360 camera but not much is popping up. Vuforia's forum seems barren on the subject also.
Vuforia installer fails The Macbook version of the Vuforia installer for 2018.3 fails. No information, nothing in the system console, it just says to contact the vendor. There's no way to do that, of course.
Any tricks for getting the installer to work?
Any good cross-platform marker tracker? I'm looking for a way to track a marker that's maybe 5x10 cm or so in size, from a meter or two away, using an app running on a phone or desktop. (I am happy to use completely artificial markers as needed; I don't care what they look like.)
I've spent too much time today playing with:
EasyAR: tracks well when it tracks at all, but too frequently loses the marker even when it remains in plain sight
Arcolib: hangs onto the marker better, but doesn't acquire it initially unless...
Vuforia Core Samples 7.5.26? Does anyone have or know where I can get the Vuforia Core Samples for v7.5.26? They updated the package on the asset store for Vuforia 8.0.10 and I can't seem to find where to download the older Core Samples.
I don't want to use 8.0.10 just yet, because we're dealing with Unity Cloud Builds.
A. Non-VR (desktop PC or Windows tablet with keyboard/X1 controller/touchscreen controls)
B. Non-VR with Anaglyph 3D (desktop PC with keyboard/X1 controller)
C. Windows Mixed Reality (e.g. HMD Odyssey with Steam VR; desktop PC/notebook with keyboard/X1 controller)
1. For A and B (the nVidia drivers take care of the 3D) I can just export my app as "PC, Mac & Linux Standalone". For C I have to add OpenVR in the "Player...
Best scene light configuration in unity Hi all,
is anyone here can recommend the best light configuration to keep the best performance (and achieve maximum FPS. I've been trying to find a good answer for a while now... but it seems no one writing a definitive answer regarding using real-time/baked light or apply Global illumination....
is someone here already found the best possible configuration?
I'm currently using a HD SRP along with SteamVR and Unity 2018.3
Is it possible to enable planar reflections when using VR? The issue seems to be with the Target Eye within the cameras XR Settings. When set to None (Main Display) the reflections appear as expected, however when the Target Eye is set to both, the reflections only show the skybox. Any suggestions on how to solve this?
*Edit - This doesn't seem to be limited to Planar Reflections - But also Reflection Probes seem to be...
Graphics.Blit stereo rendering Blit pixel shift. Bug? I am making a cloud plugin for Unity that renders the result to a downscaled RenderTexture. This result is then upscaled using a nearest-depth filter. While authoring the plugin for single-pass stereo rendering, I've noticed a strange issue where the right eye sometimes is offset a little bit when using Graphics.Blit. This isn't noticeable for most use-cases perhaps, but the upscale...
I'm a newbie, running with the latest SteamVR beta released earlier this month (Jan '19), and in Unity 2018.3.
While the teleporter system is great, I'm really wanting to integrate touchpad based movement. I have next-to-no scripting skill myself although can competently enough follow along to Youtube c# guides if I pay attention. Are there any pre-existing scripts or assets (compatible with these latest version of SteamVR and Unity) which grant touchpad locomotion? Or a guide on...
Daydream with VR-LWRP is killing me I've finally gotten it to compile and run using Unity 2018.3.1f1 with the VR-LWRP and GVR SDK for Unity v1.180.0. The problem is that objects seem to be off by a little bit in each eye so they don't overlap properly when looking with both eyes. If you look through a single eye everything looks fine but if you look with both eyes it'll mess you up real quick. If I disable the LWRP and use standard shaders the problem...
I tried a test where I instantiate them and add them as children of another game object in the scene (on Awake). This fails miserably on Android (haven't yet tested iOS) where it seems to render garbage. It doesn't ask for camera permissions either.