Forums

  • Anyone found a way to make particles properly face the player without flipping? So I'm trying to add some ambient fog to the dungeon I've got in my game and by far the best option I've found is to set the render alignment to facing. This effectively looks how you'd expect where clouds always look full and they don't rotate when you rotate your head, it's just a gradual shift to always face the player. Perfect...except that when you're facing backwards (- on the world Z axis) they flip upside down to face you. It's as though they're all using transform.LookAt without...

    Anyone found a way to make particles properly face the player without flipping?
  • Oculus Go controller not interacting with Unity Canvas I'm trying to use an Oculus Go controller to interact with a Unity canvas, and no matter I do I can't get it to work. I've tried searching on Forums and Google and done everything they've said, read through Oculus' developer blog to see what to do. I added the line renderer to see where it's pointing, made sure it's on the right physics layer, have the latest Oculus Utilities.... Every time I think I get somewhere, there's something else that stops me. I've been trying everything I can,...

    Oculus Go controller not interacting with Unity Canvas
  • Controllers Disappear On Play Using Unity 2018.3.5, SteamVR Plugin 2.2 and SteamVR 1.2.10, HTC Vive and Steam VR Camera Rig prefab, the Vive controllers disappear upon playing my scene. If I press the menu button, they display the Steam menu as expected.

    In Unity, they do not seem to be tracking at all and appear at transform 0,0,0 constantly. They are connected though because I can print debug text when pressing controller buttons.

    So, they just don't seem to render/track. If I start a new project with all the same...

    Controllers Disappear On Play
  • Is there a way to access face recognition api in mobiles cameras? So, I have a huawei mate 10 lite. It's front and rear cameras have face recognition functionality without using any software.
    Also it can some graphics on the detected faces, just like snapchat does.

    Is there a way to access this functionality with unity or do I need to use an asset or a services?

    I saw IBM solution for this but it is not really practical as it uploads the camera feed first to the cloud and run the algorithm there. Based on my understanding from the little info they...

    Is there a way to access face recognition api in mobiles cameras?
  • Panoramic Skybox Shader having a seam/line Hey! So there is this issue, I created the skybox material to put panoramic 360 videos/pictures to the skybox. The problem is, that there is a line where the edge is supposed to be, behind the camera. Does anyone know how to make it disappear? Here i...
  • WebVR 360 Video Playback Hello everyone, I am looking to develop a VR Application (more details below) and I need to play 360 videos. I want to deploy this APP in the web (WebVR) and I cannot make "Video Player" play content smoothly in WebGL. The video appears lagg...
  • Multiple Unity AR projects, merging into same existing xcode project Hi guys, never used Unity or anything related to the AR so after a bit of Googling decided to stop here and ask some questions. We have native iOS application which offers browsing and previewing 360 videos. Now client decided to replace those videos...
  • Relationship between XRNodeState and TrackedPoseDriver Does anyone know it's possible to get the XRNodeState of a Tracked Pose Driver, or the other way around?

    Can't find a way to link the two.

    Why do I need that? Say if a controller goes offline, I would like to hide it's Game Object / 3D model in the scene. This can be done with native SDKs but I'm trying to do it with just Unity native features.

    With XRNodeState I can call a method when a node goes offline, however there doesn't seem to be a way to link that with the actual Game Object in...

    Relationship between XRNodeState and TrackedPoseDriver
  • Cannot connect Unity with Oculus Rift Hi everyone, I have 3D projects that work totally fine with Oculus on other PCs, but not on mine. I have the latest version of Unity2018, the oculus app itself is working fine, VR is supported in the player settings, but nothing works. I tried to inst...
  • shader graph, flip normals for VR sphere Have any of You guys can help with the creation of a shader, using shader graph(is this possible?) that let me flip the normals of a sphere, sorry I have no experience coding shaders , I am trying to make a video player (which I am done with all the t...
  • Best Anti Aliasing for Airport Simulation Im working on a basic Airport Simulation VR project where you are looking at a 3d Airport from a control tower. Im having issues getting rid of the aliasing and it doesnt seem to make a difference what MSAA settings Im using it looks like it isnt reall...
  • Набирается команда на разработку VR/AR Занимаемся разработкой для различных сфер деятельности, основное направление VR, в основном тренажеры для производства, и разработка различного по. У нас команда работает полностью удаленно, в случае потребности только, выезжаем на встречи с заказчико...
  • Reduce Build File Size on iOS and Android Hello everyone!

    Sorry if i'm too straight forward. I'm on a project that use Vuforia as a plugin. When i build an empty unity project with only vuforia in there, and i just make one scene that i only add Vuforia Camera there, the .ipa file size is 81.9 MB. Is there a way to reduce that file size?
    I don't really concern for Android version, because the .apk file size is under 30 MB although it is still bigger for simple apps.
  • Shadows in AR I’m using Ground Plane and want my assets to cast shadows onto the ground. I’ve managed to do this so far by using a specific transparent shader - I’ve seen a couple of these out there. However, I can only use directional lights for this. Anyone had a...
  • Vive controllers not visible Ive seen a lot of reviews about the newest steamvr asset update not working, but yet to find any solutions. Has anyone found a way to get Vive controllers into the app, working and visible?

    (the controllers don't work in app, but they do work in steam menu)