Forums

  • Hololens UDP Receiver: Actually working code does not work in Unity Hi there, I got some code for receiving local UDP messages for HoloLens. I tested it with a Visual Studio UWP application and it worked on HoloLens - I am receiving my messages from PC. But the same code actually does not work in Unity although i made...
  • Rendering different content to each eye with SteamVR plugin I'm having a hard time figuring out how to render different things to each eye with the SteamVR plugin for Unity. When I google around for this, I just find posts that are outdated (back when the plugin still had separate camera objects for each eye, so you could just put different culling masks on them). But these days, there's only one camera which gets moved between eyes for two rendering passes. Either culling masks or an event before each eye would do the trick for me.

    The readme.txt...

    Rendering different content to each eye with SteamVR plugin
  • Vive Pro crazy Anti-Aliasing problems So we recently made the leap over from Vive to Vive Pro.The resolution has been fantastic.The only problem would be the jaggies we get,especially on more closer edged pixels. I've found that using TAA(temporal ant-aliasing)helps to a certain extent.But does not get rid of the problem. Then further research says perhaps I should try TXAA. But as of the last post made by someone asking in 2013, Unity still does not have implementation for TXAA. There may be a chance that we may need to code it...

    Vive Pro crazy Anti-Aliasing problems
  • ARkit 2.0 FaceTracking – certain blend coefficients not registering. I created my own custom mesh and noticed certain blend shapes don't seem to be getting hit. The result is a facial animation that doesn't look as good as it should (mouth not fully closing, individual blinks not being recognized, etc) To debug I went back and tried the demo sloth mesh and noticed the same thing. I haven't gone through and made a list but I'll pick on the "cheekPuff" - if I isolate that shape it never animates. Also for some reason the blinks also seem to move the entire head...

    ARkit 2.0 FaceTracking - certain blend coefficients not registering.
  • Converting IntPtr (CPU buffer representing Y channel) to AndroidJavaObject without copy When calling `AcquireCameraImageBytes` to retrieve an `CameraImageBytes` instance and the underlying `Y` IntPtr buffer, I need to pass that IntPtr to my own AAR library which takes a `ByteBuffer` as argument. I could not find a way of converting the `I...
  • Issue with switching scenes I have a project which is currently made up of 5 scenes. An in engine launcher. A Mono scene which can go AR. A 3 scene which have both AR and VR. The mono stage seems to be fine most of the time, we can turn AR on and off and it will still track the ...
  • GoogleVR screen resolution changed to half on Huawei P20 Hi,

    I've been working on a VR app for Cardboards using GoogleVR for Unity. I'm having probles with the screen resolution while testing on Huawei P20. After the app starts it changes the screen resolution to half.

    I need to be able to run my VR app on a full res. Who is responsible for switching the resolution? Is it Unity / GoogleVR library / Android itself? Where can I disable a screen resolution switch?

    Thanks!
  • [Urgent] Dynamically “update” Image Target from one dataset There is a way to update image targets by deactivating one dataset and activating other dataset.

    However, I just want to use one dataset that includes multiple image data.

    If it's possible, how can I elegantly update multiple Image Targets from one dataset?

    Your help would be very appreciated! Thanks in advance.

    * let's assume there are 1000 images in one dataset and you activate all the image targets on Unity. It will create 1000 objects under your Hierarchy. That's not what we all...

    Dynamically "update" Image Target from one dataset
  • ARCore Weird Visual Bug Hi,
    I'm setting up AR Core to a previously existing project and I'm getting this weird peculiar visual bug. It seems that the SLAM is being detected and when enough feature points get detected to create a plane I am able to place the little android robots. The following images below are using the example scene HelloAR. The device I'm using AR Core is a Samsung Galaxy S7 with Android 8.0. I built the scene out with Unity 2018.1.0f2. The camera clear flag is set to 'Solid Color'. I've also...

    ARCore Weird Visual Bug
  • Worldmap can’t be created using ARKit Remote I'm using an ARKit Remote to test a scene where I have to use the worldmap. When I print the current worldMappingStatus on each ARFrameUpdatedEvent, I always get ARWorldMappingStatusNotAvailable, however long I map the area. I tried this even with the UnityARWorldMap scene in the plugin examples, but get the same result.

    However, when I compile my app into an iPhoneX with iOS 12 beta, I am able to save the worldmap and use it.

    Does it mean I can't test WorldMap with ARKit Remote? That'd...

    Worldmap can't be created using ARKit Remote
  • Window doesn’t display scene in build Hey guys, I have inherited some bigger project which in the editor displays the scene as well as in the headset. When I make a build and run it the scene is rendered in the headset but not in the window. Does anyone know what could be causing that or ...
  • Unity integration into Xcode ( Swift 4 ) Hi guys. I try to integrate a unity project ( using Unity 2018.2.4f1 - latest one at the moment ) into XCode ( version 9.4.1 - latest stable version at the moment ) and I encounter so so many errors in the last few days but I fixed all of them. Now I have this errors which I really don't know hot to fix them. I researched a lot and nobody have a right answer regarding this errors:

    • "_OBJC_CLASS_$_ARWorldTrackingConfiguration", referenced from: objc-class-ref in ARSessionNative.o...

    Unity integration into Xcode ( Swift 4 )
  • How to Change the initial Hand Color of the Oculus Touch for a project Hi. I'm currently in the process of making my first VR game within Unity 2018.2 and the latest version of the Oculus Avatar utilities. For my game, I want the hand color of the Oculus Touch controllers to be black instead of the default semi-transparent blue. After experimenting with the scripts for rendering the OVR Avatar hand components, nothing seemed to work.

    Initially, I was following an online solution that involved hard-coding in a material setColor() in the UpdateAvatarMaterial()...

    How to Change the initial Hand Color of the Oculus Touch for a project
  • Raycasting from Controller Hello!

    This is my first post here. I've been attempting, for the last 3 days, to achieve a Raycast from the right controller of the Dell Visor Windows Mixed Reality Headset and haven't been able to get anywhere! I've looked over here, the Microsoft forums, gone through the hand controller tutorial videos and documentation on Microsoft's website. I am completely lost and would really love some assistance trying to get this Raycast from the controller to work.
    I'm trying to use the controller...

    Raycasting from Controller
  • Exception when launching on HoloLens Unity Version: 2018.2.0f2 Vuforia: v7.2.24 (also tested with v7.1.35) Code (CSharp): Exception thrown at 0x7742C7D2 in Test.exe: Microsoft C++ exception: Platform::COMException ^ at memory location 0x00BCF710. HRESULT:0x80072EE7 The text associat...