Forums

  • Multiplayer (Photon Bolt) AR with Vuforia Hi everyone!

    TLDR:
    I would like to create a shared AR, where I would like to:
    1. spawn a cube for each player on an ImageTarget
    2. allow them to control the position of their cube
    3. allow them to see the movements of all other players' cubes

    Right now I'm facing an issue where each player can only see his/her cube, but not the other players' cubes.

    Situation:
    So far, I'm following the tutorial from Photon Bolt...

    Multiplayer (Photon Bolt) AR with Vuforia
  • Windows Mixed Reality package is installed but SDK is missing from XR settings I have installed the Windows Mixed Reality package version 1.0.7 in Unity 2018.3.0f2 but there is no option to add the WMR SDK under XR Setttings. The mixed reality portal is installed and the HMD is working. Windows is up to date. Any help would be ...
  • Hololens PDF Reader Dear community What is the best way to display and read PDF documents with the hololens? I am looking for a simple PDF reader to display a document and being able to read it. And if you can also use links within the PDF that would be a good plus.
  • Teleport from GVR SDK does not exist? Hello, I have a question about the GVR SDK (GoogleVRForUnity_1.180.0), Everyone who uses it uses teleportation to move. However, there is nothing in GoogleVRForUnity_1.180.0 about it. Could you help me? Best regards
  • Adding an additional 3dof controller to WMR kit. Anyone else try / test this yet? Issue i am having is the the 3 dof controller needs to be velcro'd to the bottom of the chair which is out of view. When i try this with the regular 6dof WMR controllers i have to look at it (lft controller) before it will start tracking in 3dof or 6dof. I plan on getting a used Samsung or Google daydream 3dof controller to test if i can add this to the input list and just velcro that controller to the bottom of the chair since automatically updates and displays the orientation when...

    Adding an additional 3dof controller to WMR kit. Anyone else try / test this yet?
  • Applying shaders for postprocessing on ViveCamera Hey guys, I started for a school project to program shaders and my final goal is to have something "stencil shader like" for the SRWorks AR Framework of the HTC Vive, with which I can replace some specific colored pixel p(u,v) by a pixel q(u...
  • Try to add physics to VR melee combat Hello everyone, over one year I’m trying to add some physical features to the melee combat in VR games because of the amazing experience that VR bring to me. The basic idea is that the position and rotation of the VR controller will be the target posit...
  • Which tracking XRDevice.DisableAutoXRCameraTracking has? Hey guys, somebody know wich XRNode has in XRDevice.DisableAutoXRCameraTracking.

    I try this:
    Code (CSharp):
    1. XRDevice.DisableAutoXRCameraTracking(Camera.main, true);
    2. this.transform.rotation = InputTracking.GetLocalRotation(XRNode.Head);
    But have problems with orientation on mobile. If i don't hold my phone in left landscape it will be upside down. With camera AutoXRTracking tracking is okay, but i need it not for a camera. How to do it?
  • Create a VR iOS Application I was wondering if someone would be able to help me out or point me to the right direction to start making VR apps for iOS. I saw the lack of VR apps and thought it would be a nice hobby. All help is appreciated. I have a beginner skill level in uni...
  • [SOLVED] No prompt to insert into Gear VR Hello,

    This is my first time trying to use Unity. I can make a minimal "game" that works in the editor, and appears to work in Daydream/Cardboard mode on Android. But when I build it with only Oculus support enabled in player settings (Daydream and Cardboard removed), it starts up on the phone with one big "eye view" instead of two, and does not prompt me to insert the device into the Gear VR, like it is supposed to. I've tried inserting it into the Gear VR anyway but that just brings up...

    No prompt to insert into Gear VR
  • Saving a Room Scan Hey, I was wondering how a spatial mapping and understanding can be scanned and saved on the device alone without the need of having the development device portal in between, In most popular applications, they are making us scan and save a room in the ...
  • No prompt to insert into Gear VR Hello,

    This is my first time trying to use Unity. I can make a minimal "game" that works in the editor, and appears to work in Daydream/Cardboard mode on Android. But when I build it with only Oculus support enabled in player settings (Daydream and Cardboard removed), it starts up on the phone with one big "eye view" instead of two, and does not prompt me to insert the device into the Gear VR, like it is supposed to. I've tried inserting it into the Gear VR anyway but that just brings up...

    No prompt to insert into Gear VR
  • UWP twice XRSettings.enabled = true crash and exit game Hello, I have a strange behavoir on my game after update from Unity 2018.2 to Unity 2018.3, this is my code : Code (CSharp):     private void EnableVisor()     {         #if UNITY_WSA   &n...
  • How to stop updating camera position when using frame debugger? I want to use frame debugger. But when i use it - camera keeps syncing with HMD (Oculus Rift), So each time i want to change Event number - it update the whole list of Event for new position of HMD. How to stop this updating?
  • Error building Player because scripts had compiler errors but works in editor play mode Hi I have a UWP app and everything runs perfectly when I press the "Play" button within unity. It shows the loading of my on the fly mesh 3D game objects and visual studio builds all of the scripts without any problem. I don't have any using Unity Editor references anywhere in my scripts which I see is a common issue for the error "Error building Player because scripts had compiler errors". When I try to go build my application so I can then port it over to my HoloLens I get this error and I...

    Error building Player because scripts had compiler errors but works in editor play mode