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  • Oculus Grabber on Local Transform Hi there,

    I'm using the Oculus SDK in unity and implementing the grabber sample. Basically I have a simple prefab that has a long flat plane, and a sphere on top,

    View attachment 329122

    I'm using the grabber on the sphere to move it up and down the plane. Within the update method of the sphere, I am locking the transform so that it stays on the plane and doesn't fall off.

    Unfortunately even though this is working, it's only working on the global transform. So if I rotate the...

    Oculus Grabber on Local Transform
  • SteamVR_TrackedController not exists, how to know if trigger clicked? SteamVR 2.0 I can not figure out how to run function when trigger is clicked. SteamVR has changed too dramatically and now it is mysterious and completely non-function in my game. I used to use SteamVR_TrackedController and hook to an even, but now its something ...
  • Make Menu Appear when user lowers Head Hello.

    I'm building a VR app for android devices.
    I'm using google VR and unity 5.3.3.

    I need to make a small menu appear in front of the camera, when the user lowers his head. But i'm facing some problems.

    The first one:

    I managed to make it apper in front of the camera like this:

    if (!menuOn) {
    MenuUI.transform.position = camaraH.transform.position + camaraH.transform.forward * distance;
    MenuUI.transform.rotation = new Quaternion( 0.0f,...

    Make Menu Appear when user lowers Head
  • Ground plane and Vuforia AR+VR Sample I've been trying to use the Vuforia AR+VR Sample on iOS and the default scene works fine detecting the astronaut and switching between AR and VR.

    I'm having some problems, though.

    If I add a ground plane it is not detected on runtime. When I touch the screen to place an object on the ground the console says the device tracker is not initiated. I tried enabling it manually but it gets shut off automatically. I'm trying it on an iPhone 7 with iOS 12.

    Any ideas?
  • UI Selection from Vive controller raycast Does anyone know how to get a raycast (laser pointer) to register which world space UI component is currently being pointed at.

    I'm not looking for gaze input but for a raycast from the controller?
  • AudioSampleProvider’s buffer overflow on 360 Video Hi all !

    I've a weird issue : I've made an app for playing 360 video, most of them in 4K (4096x2048), some of them a little smaller.

    When I launch the app for the first time (meaning, after boot or reboot the phone), sometimes, the video freeze, but the sound continue (the sound is uncluded in the MP4 file). The app itself is not freezed (actions planed at the the end of the video works well).
    The sound is also a bit delayed from a few frames.

    Just before the video freeze, the logcat show...

    AudioSampleProvider's buffer overflow on 360 Video
  • deploying publishing game for htc vive users Hi All, I have created a game which can be navigated and interacted with using the HTC Vive headset. Does anyone know of a good step by step tutorial showing how to deploy the game so non unity Vive users can have access to it? would these users run t...
  • Should I ditch VRTK? Knuckls not supported.. With SteamVR 2.0 I find that VRTK is broken and noone knows how to fix it.

    Also I am trying to integrate Knuckles to my game, but that requires SteamVR 2.0.

    At this point I have a heavy reliance on VRTK and use it mainly for the UI system.

    But I don't want to be stuck in this trap where I depend on something that will never be updated.

    Should I ditch it? It would be a huge amount of work but well worth the effort if I can fully support knuckles.

    I just have no idea how to support...

    Should I ditch VRTK? Knuckls not supported..
  • Shared Player and motion Controller positions Im attempting to created a shared scene where i can see other peoples position & rotation Along with controller position and rotation.

    I have a player prefab with a head and two hands. I should see the remote players head and controllers as they move around.

    I want to see my hands prefab over the top of my own controllers too.

    The player prefab follows the mixed reality camera parent correctly.
    Any ides what I'm doing wrong here?

    Code (CSharp):
    1.     private Vector3 localPosition;...
    Shared Player and motion Controller positions
  • Camera transform data is lost when VR device sleeps 2018.2 When the VR device is in sleep mode, all the public properties (matrices, forward dir, position, rotation) are set to zero when accesing them from code. At the same time the camera renders from the correct position and orientation. Why is this happening?
  • Message overlay when using flashlight Hi,

    in our Gear VR application (on Samsung S7), we use the flashlight to signal the state of the VR experience to a supervisor outside of the VR experience.

    Everything works as expected on our main test device, but on one of our end user devices, we see the message overlay "Lampe allumée" (which means "Lamp on") within the experience. We've checked all settings but we cannot see any difference in them.

    Has anyone an idea how to get rid of this message?

    Thanks,
    Stefan
  • Vuforia on android just gets the first frame and then freezes camera, app still works So i have a button that enables the vuforia ARcamera and when i press it, it just gives me a frame of the video and that's all, i can still press my back button and the rest of the app works just fine. Sometimes i don't even get the frame, it's just dark. On PC works fine, no problem and quality of the video is very good. I haven't found any answers yet, I hope that someone can help me. Thanks! ^_^
  • ARcore not working on Samsang S9 So I've followed these steps for installing ARcore into Unity
    https://library.vuforia.com/content/vuforia-library/en/articles/Solution/arcore-with-vuforia.html

    But when I run it on a Samsung S9 and use this to test for it

    Code (CSharp):
    1. FusionProviderType trackerType = VuforiaRuntimeUtilities.GetActiveFusionProvider();
    2. if (trackerType == FusionProviderType.PLATFORM_SENSOR_FUSION) return true;
    3. else return false;
    It always returns false.

    According to this information...

    ARcore not working on Samsang S9
  • SteamVR generic rig vs Interaction System vs Vive Input Utility ? I am working on a VR game for Vive, and have been using the general SteamVR rig that came with the initial SteamVR plugin... I notice most online scripts and tutorials are based around that system, so I have been using it to make a homegrown solution by accessing all of the input events and data directly...

    However, I noticed that there are other very useful input/interaction tools ALSO put out by HTC / Vive, yet they all seem to be differently-implemented frameworks that aren't compatible...

    SteamVR generic rig vs Interaction System vs Vive Input Utility ?
  • Any way to have 3D or UI text constantly face the camera in while playing in AR? Hi there, I was just wondering if there was any way to have either 3D text / UI text that is connected to either a model target or an image target, constantly face the camera/viewport? So when the player moves the phone/hololens/camera or whatever aro...