Forums

  • Want to collide two 3D models in Vuforia. After the collison new model should appear. I have already done this in Unity without Augmented Reality. But with AR library (Vuforia), I cannot merge two models, collision is not working.
  • Porting existing high quality android games for cardboard Till now games for Virtual Reality on Android are really bad.Only cheap short demo with awful graphics.
    Don't understand why but if you try Shadowgun VR which is the only high quality graphics demo.You will find out is totally another story you feel totally immersed in a really cool 3D game.The only problem is not a complete game but just a demo of 1 level and you can't even play...
    Just walking around in this amazing enviroment...
    Do you think is hard for a developer to port fulls existing...

    Porting existing high quality android games for cardboard
  • Oculus – Post Processing V2 doesnt work in play mode ( LWRP ) Hey there, I hope someone can help me out. I am trying this for a couple of days now. The post effects work in the scene and camera view but as soon as I hit play they disapear on the camera while still being shown in the scene view. I use the new beta...
  • CAVE stereoscopic rendering with cubemap? Hey everyone, I am working with a CAVE like system which support stereoscopic rendering. Now i want to implement such features in Unity 2018 and my first idea was to use the Code (CSharp): Camera.RenderToCubemap Method to get 2 Cubemaps (left an...
  • Vive controller trigger press? Could someone please help me out with this... How to get button (trigger) input from a Vive controller in the latest Unity plugin? All of the questions / answers I have found keep referencing the Player prefab in Steam - which does not seem to exist in...
  • XR (UnityEngine.XR) vs SteamVR (Valve.VR) Hi All,

    I am currently using HTC Vive, but will be developing/publishing to Oculus rift also(just haven't gotten around to it). From everything I have read I should be OK using the SteamVR for both Oculus and HTC.

    So far I have been using SteamVR plugin (SteamBehaviour). I understand that SteamVR is simply extending openVR, but I am wondering what are the advantages/disadvantages of only using XR that is shipped with unity? In another way to put it, are there any advantages/disadvantages...

    XR (UnityEngine.XR) vs SteamVR (Valve.VR)
  • CameraCapture.mm error/bug using ARFoundation I encounter a bug when building my app out to XCode, "Use of undeclared identifier 'STATIC_ARRAY_COUNT'" in line 478 of CameraCapture.mm, and I can't figure it out. It seems to be related to ARFoundation, but only appeared when I upgraded to 2018.3.0b5, and LWRP/Shadergraph. No errors in the unity-editor.
    I've tried several builds, restarted XCode completely etc, but to no avail.
    Any help would be appreciated! :D
  • HoloLens: PhotoCaptureFrame does not correct the first image and proj matrix seems wrong My colleague and myself are working on an app that uses fiducial markers to align the virtual world with reality (i.e. a transformation is computed to align the two environments).

    To do so, we're writing code based on Unity classes to take a photo with the position of the HoloLens device like there:
    https://docs.unity3d.com/Manual/windowsholographic-photocapture.html

    And we also use OpenCV to compute a "pose", which is the transform from the fiducial marker to the camera....

    HoloLens: PhotoCaptureFrame does not correct the first image and proj matrix seems wrong
  • Is there a Vuforia free version build limit? We are developing AR using Vuforia. Sometimes we have a strange problem and leave a message. If you move to the tablet after building, you may see that the previous build is applied. After that, it does not update anyhow, but it applies to the previous...
  • Where has SteamVR_TrackedController gone! Just updated to latest version of Steam on Asset Store (2.0.1 26/9/2018) and the SteamVR_TrackedController (that used to be in the \Extras) subfolder has gone! I was using that! 🙁 Version on github (same one as on asset store?) just says "file...
  • off Screen VR with head Tracking Dear all, I met problem , hoping someone can help me. I want to do a stereo rendering on a 3DVision enabled monitor with active 3D Glasses. I order to see virtual objects out of screen, native unity camera projection matrix cannot be used. Therefor...
  • No display on Rift after updating Nvidia drivers Please help!

    SteamVR wouldn't initialise this morning (was working fine Sunday - been away a few days). I opened the main oculus app which told me I HAD to update my Nvidia driver. I updated to 414.16 10/4/2018 for my GTX 1080. Now I run Unity and the head tracks fine in the editor but the controllers aren't working and the rift display is black!

    Any ideas on what to check here? Really appreciate any responses - so much time wasted already 🙁
  • Building in Unity with ARKit plugin and simulator SDK And then, when I try to run the build in an XCode simulator, I get a lot of compiler errors (please see attached screenshot). Has anybody else dealt with this? Thanks!
  • Windows Mixed Reality notify when Spatial Mapping Collider has a mesh. Hello!

    I am working on HoloLens project and can't for the life of me figure out how I can tell when there is an actual mesh is the scene that I can use to raycast against. Currently I have dependencies on spatial mapping that cannot run properly if there is not a spatial map collider created in the scene. I would think there would be some event that I could subscribe to or something that I could use to start the rest of my app when i know there is a spatial collider there.

    This has got...

    Windows Mixed Reality notify when Spatial Mapping Collider has a mesh.
  • Oculus Go Screen Resolution & Anti-Aliasing Tips & Tricks Hey everyone, I am new to Unity and have been working on getting the best possible resolution for my Oculus Go. Hopefully this will be a good thread to share all of our tips and tricks. I reached out to @JoeStrout about this in a conversation to learn...