Unity/Vuforia AR Help Hello, I'm a noob to Unity. Can anyone help me figure out the basic of creating AR content. I've looked at countless video's and I followed them to the t but for some reason i keep getting this error. Any ideas? I dont have a web can to do test yet could that be the cause? I just wanted to see if it would build with out error's. Any information would be appreciated.
Unable to start ObjectTracker. Your hardware may not support it.
Render Only on Marker Area So I made tiles that moving endlessly like endless runner. I used depth mask shader on 2 cubes to hide the tiles outside the marker area. But the problem is I can only have full view from above. I want to have full view on the marker area when I see it...
Unity Build Showing Black Screen on Startup Using Oculus SDK Using Windows 10 (x64), Unity 2018.3.4f1, Oculus Standalone Package 1.29.0 & Oculus Integration 1.34.
My app runs well in the editor, but when I try to build and run it, the application shows maybe a split second of the scene and then goes to a bl...
oculus go, everything is grey when i run? hi, ive got everything set up and it exports to my go ok, but when I open the apk file and run it , there is nothing? everything is grey?
any suggestions as to what im doing wrong?
VR application with editable movie theatre asset Hello,
I wanted to create a VR Application with a movie theatre asset.
My question is, can I change every asset like I want it?
So could I change the Screensize as example or the color of the walls/floor/seats?
Can I add objects to that asset like p...
VR Ads Hi, I am not completely sure if this thread goes here or in Ads section, but well, I hope is here, recently I am working in a VR game for android, and I get curios because I have like flashbacks of Unity Ads working in a VR game, like a VR Screen playi...
HDRP with VR: Double Image Issue I'm working on HDRP with Steam VR for now and can have it works, but there still some issue with the visual. When I looks at the floor of HDRP Sample Scene with SteamVR Glove or other object nearby camera, the nearby object looks double and not completely overlapped. Is there any method to fix this except adjust the DoF to make far object blur because this method makes me feel like being short-sighted.
Restoring previous view in GearVR I'm creating an app for GearVR where I need the last view direction to be reinstated when the user takes off the headset and puts it back on (detected using OVRPlugin.userPresent).
By default, when the user takes off the headset and puts it back on, the view direction is reset to the starting direction.
I've tried storing the InputTracking.GetLocalRotation(VRNode.CenterEye) just before userPresent = false and then applying that Y rotation onto various things in the scene but nothing works...
So I have been building a project in the vr lightweight renderpipeline and I'm using the native unity to communicate with the htc vive (so no assets from the asset store) and I have it running properly the everything is fine until the lighthouses and the headset lose connection for a bit (i have 2 lighthouses) when this happens everything reconnects and it looks like everything is fine the headset moves around like it does normally and the controllers move like normal again...
I'm going through the UnityARUserAnchorExample.cs script, and I don't see that you're assigning an anchor to any position.
In UnityARUserAnchorComponent.cs, you're obtaining the anchor ID using the AddUserAnchorFromGameObject method, but how is the anchor assigned to a position in real space? Is that position dynamically changing, assigning the anchor to a different place in the real world?