Forums

  • HMD lose 6DOF in gaming Hello : I use Acer AH100, Windows mixed reality and steam VR to make my project. I set the position setting in WMR portal.(Standing Only) The HMD has 6DOF in beginning but it will lose 6 DOF after a period of time (just only 3DOF). I want to know ha...
  • Proper way to rotate VR camera. I'm having difficulty figuring out the proper way to rotate a VR camera.

    Currently the position and the rotation of the headset is unreadable and sets based off of your hardwares tracking. The current well known work around for creating movement or rotation for the player is is to create a parent object and move or rotate that parent object instead of the camera. The problem with this is when rotating the parent the rotation is based off of the pivot of the parent object and not of the...

    Proper way to rotate VR camera.
  • Getting Depth Textures to work in VR (Single-pass & Multi-pass)
    NOTE: I have also posted this question in the Shaders forum here but have had no responses and I'm not sure which forum is best suited to getting feedback, hence this reposting.

    I'm in the (increasingly drawn out) process of adding VR support to my asset Fantastic Glass.

    I...

    Getting Depth Textures to work in VR (Single-pass & Multi-pass)
  • unity_stereoEyeIndex with GLSL (Single Pass Implementation details) I'm trying to play a 3D video on a texture in Unity on Android. Because the video is a high resolution and framerate, I need to use OES textures for the video, which forces me to use a GLSL shader (as OES texture sampling is not currently supported in CG).

    My question is, how do I get the current eye being rendered when using GLSL? With CG, this can be easily accessed with unity_StereoEyeIndex, but I don't seem to be able to access that function when the shader is directly written in GLSL.
  • I want to make an app I want to know ,how 3d model can fetch colour and shape of 2d images from outside. Here my project is an online shopping with augmented reality. So i took vuforia with unity3d But my problem is ,when we click images i want to display a 3d model dre...
  • I want to make an app I want to know ,how 3d model can fetch colour and shape of 2d images from outside. Here my project is an online shopping with augmented reality. So i took vuforia with unity3d But my problem is ,when we click images i want to display a 3d model dre...
  • Problems with gyro camera rotation. Hey, this is my first post, please be gentle.

    I want to rotate camera in the game, just as I am moving the phone(Just like VR does it).

    for that I'm currently using this piece of code
    Code (CSharp):
    1. cam.transform.Rotate(-gyro.rotationRate);
    but it doesn't really do the job. When I try the app out via Unity Remote(this could actually be the problem), and if my phone was perfectly flat on the table, I fidget with it and return it back to...

    Problems with gyro camera rotation.
  • “Stereo Display (non head-mounted)”: Poor 3D effect The main monitor of the PC (Win 10) I'm running Unity (2017.3.1f1) on doesn't support nVidia 3D Vision and I also don't own a VR headset but I still wanted to test the 3D effect with Anaglyph 3D (red-cyan), so I enabled "Stereo Display (non head-mounted)" (in Edit - Project Settings - Player - XR Settings) and disabled all the other SDKs.

    In a build with "Stereo 3D" in the "Configuration" window checked (the Game View in Unity doesn't support this XR setting) you can see the two colors at...

    "Stereo Display (non head-mounted)": Poor 3D effect
  • HTC Vive: trigger or grip button keeps being pressed I used to use the following two lines in Update() to find out if the user has pressed the trigger:

    Code (CSharp):
    1. device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger)
    2. device.GetPressUp(SteamVR_Controller.ButtonMask.Trigger)
    Most of the time this works pretty well, but sometimes the button seems to be stuck: after releasing the trigger or grip, device.GetPressUp stays false in every frame (even calling this in FixedUpdate didn't help).

    So I changed my code to only use this:...

    HTC Vive: trigger or grip button keeps being pressed
  • Intel Realsense Camera input for ParticleSystem I'm trying to use the Intel Realsense 415 camera as an input texture for the ParticleSystem. The goal is to Emit from only 'near' objects. I have been able to set a texture through script, but only the first frame emits. I can see the stream updating on the ParticleSystem tag, but not the emission.

    I believe the issue is that the texture is a stream, and not written to disk. The advice I've seen for using streaming textures to drive a particlesystem shape is to make sure the texture is set...

    Intel Realsense Camera input for ParticleSystem
  • Vive Stereo Rendering Toolkit broken in VR LWRP The HTC Vive Stereo Rendering Toolkit does not work in the VR Lightweight Render Pipeline, presumably because the materials are based on the standard shader.
    Has anyone found a solution to this, e.g. a way to convert the shader to a LWRP version?

    I noticed that the Portal surface uses the Custome/StereoRenderShader that has the directive:
    "#pragma surface surf Standard"
    in it, but the 'Standard' here refers to the lighting model, not the Standard shader, or is this something that can be...

    Vive Stereo Rendering Toolkit broken in VR LWRP
  • Both cameras stream – android Hello to everyone!

    I was searching for a particular thing but couldn't find a solution. I want to build for Android and get both front and back device's cameras output as a texture. I tried using webcamtexture, but it seems that specifically for android the webcamtexture instances are kind of using the same memory or something and two different instances set with the devices different names cannot run at the same time. When I run it on a computer - everything is working fine. I get both...

    Both cameras stream - android
  • Placing Objects on a Wall Using Vuforia and/or ARKit in iOS Hello all,

    We have built an app which uses Vuforia's Ground Plane to position a 3D object on a horizontal plane selected by the user. Is there a way that we might be able to place an object on a vertical plane (wall)? I don't believe this is supported in Vuforia, aside from using an image target, but please correct me if I'm wrong. I do believe that this is supported in ARKit though. Is there a way that I can enable this functionality using ARKit on devices which support it?

    Thank you.

    Glen
  • Controling sampling rate for vive lighthouses through unity? Hello! I realize this is a super weird question and the type of functionality that probably no-one else but me needs. But since tracking is related to the sensation of presence and I try to modulate it to observe physiological responses to it I would ...
  • Visualize Motion Controller + Ray in Standalone Build Hey,

    In the moment I'm trying to make a Virtual-Reality app for a Windows PC. I'm working with a Windows Mixed Reality headset.
    A build with the Universal Windows Platform was no problem, cause I could use the HoloToolkit and the included Motion Controllers, Cursors and so on.
    To get the Standalone to work I imported the WebVR Assets. (https://assetstore.unity.com/packages/templates/systems/webvr-assets-109152)
    The new Camera supports the headset, but I haven't found out how...

    Visualize Motion Controller + Ray in Standalone Build