BTC-Widget overlay [HELP] Good evening,
I am trying to figure out how to overlay the BTC-Widget asset from the Unity Store and get onto a dollar bill, I am not sure how to enable it on the Plane/Image Target.
(This is an AR-Vuforia project)
VR ARCHITECTURE Good afternoon, everybody, I need help to complete the project in units of architectural type. the exterior and interior are assembled and prepared for bp, you need to connect the teleportation menu and the interception, which are also already prepared...
Unity Screen Space Canvas Sizing Incorrectly On ARCameras After updating Unity to 2018.3 and Vuforia to 8.0.10, Unity's Screen Space Canvas doesn't size properly on the AR Cameras. I've tested them on normal cameras and they size perfectly for them. What appears to be happening is that the height of the screen space canvas appears to be inverted from the actual height. Closer to camera is taller, further away is smaller.
I've tried creating a new canvas after the scene is running, I've tried switching a canvas between the AR Camera and normal...
Problem 1: When trying to load SteamVR via LoadDeviceByName(), controller tracking never works.
Problem 2: When setting "None" as primary device, and then loading OpenVR, console is spammed with
Reproduce Problem 1:
1. Install SteamVR plugin 1.2, drag CameraRig prefab into empty scene.
2. Add "OpenVR" and "None" to VR SDK's, in that order.
3. In frame 1, call XRSettings.LoadDeviceByName("None");
I'm trying to build a very simple AR app. Actually, it's like the basic example: you point at a marker and a 3D model pops up. I've been this for ages, also with my old smartphone (Asus Zenfone 2). Now I'm trying with the One Plus 6, and when I run the app on the smartphone I can only see the Unity default "world". I've configured everything, since the app works with the webcam of my laptop.
How can I resolve?
I've attached the screenshot of what i get when I run the app on...
I'm new to using the VR Toolkit, and 'im currently struggling with how to trigger the InteractableObjectUsed event on an Interactable Object. I would like this object to be used (at a distance, using the laser pointer) on Trigger Press, and to be simply selected on Touchpad Press.
HoloLens TCP Socket No Connection i have been trying for some days now to create a TCP connection from a HoloLens to my local machine. I know that there are many solutions out there, but i have no clue why i cannot connect to the device. Maybe anyone could help me or advise me what i a...
Measurements always off I must be either retarded or insane, trying to get proper measurements in the hololens it is always off by a little bit.
I have a table that is 15in. by 15in. I have 4 cubes that are parented to always be 15in apart. However, whenever I place the parent at exactly the corner, the other 4 cubes are slightly longer or shorter. The parent is anchored once it is placed so it shouldn't be moving.....
Has anyone else ran into this issue with the hololens, this is driving me bonkers (I...
I have some trouble with understanding how work TrackerManager.Instance.GetStateManager().ReassociateTrackables();
The description say's that removes destroyed trackables from lias and add newly created. I add this line to my DefaultTrackableEventHandler. From main scene, where I create some targets from runtime through DataSet.Load(). Then I load new scene with 1 predefined trackingImage, and also get all from previous scene. How I can prevent this?
Gamma Difference on Oculus Rift Headset – surfaces snap to black I'm working on a game on the Rift that takes place in low light. In the Editor, as I get the light intensity very low, I can get very near to black without getting all the way there. However, when viewing on the rift, everything is a little brighter (a lot actually) - like the gamma is brighter on the Rift or something.
What this means is that when I try and get the light really low (like a dark blue moonlight (directional light)), as I approach smaller values - the surfaces lit by the...