Incremental camera lag when using Model Target Hello, I seem to have found a strange behaviour with the Vuforia camera feed when tracking Model Targets. In Android and iOS devices (not replicable in the Editor), every time I re-scan the model there is a noticeable accumulative decrease of FPS in th...
Oculus player character for my simulation issue while FPCcamera movement in Unity. I am working on the oculus project, The player character for my simulation in Unity. in which I have firstperson controller, I have created game object of player in which I put FPCamera as a child and character's body.
Issue: When I attach my oculus camera it detached from the body and with the Oculus headset movement, FPcamera act as a separate view from the body. the body does not rotate and remain static even though FPcamera is moving according to the headset. However it works fine if I...
OculusRift Controllers like Steam VR home, Rotate 90° Player Hey there,
First at all, I m not a programmer so i need help with this.
I need to make a controller for rotate the player 90° with a Oculus button control using the Steam VR Plugin, Anybody of you guys could help me with this please!! D:
i ll reall...
Vector 3 Problem Help I'm new in C # and Unity.
I have a interesting project in Unity.
I'm constantly getting errors in 3 Scripts: error CS1061: Type `UnityEngine.Vector3 'does not contain a definition for` RoughlyEqual' and no extension method `RoughlyEqual 'of type `UnityEngine.Vector3 'could be found. Are you missing an assembly reference?
Where did I make a mistake?
Following all tutorials and documentations, I am able to save and load world anchors to / from the store.
However, the technology just doesn't work. As opposed to how this works with say the Hologram app, where those correctly maintain their positions between sessions, days, and even weeks, using the Unity API has yet to produce an object that maintained it's correct world position between two runs.
I'm trying to make my first app for Windows Mixed Reality headset but I am facing an issue.
I build the app on Local Machine, but when I run it through the Mixed Reality Portal with the headset, I see the application in a window instead of seeing it in VR mode. (see screenshot in attachments)
I don't figure out what I did wrong.
In build settings I have :
target device : any device
build type : D3D
sdk : latest installed
visual studio version : visual studio 2017
build and run on :...
sharing camera data hi. first, i'm sorry about my english.
i'm trying to make a program - using vuforia and webrtc in unity for android(like vuforia-chalk).
i can another device connect and video,audio call(from webRTC), but if i import vuforia, i can't connection other device.
because vuforia occupies the camera first, so webRTC can not access it.
So, i'm trying to send camera view(or Texture? or byte array? i don't know it is corrrect ) to webRTC or vuforia.
I was taking a look at the github for shared spheres. I am able to get it to run on an Iphone 7 + (though I can't see the spheres), I'm having lots of freezing issues with the IPad pro 9.7, across all the examples. I've updated to IOS 12 beta 6.
Has anybody encountered an error where Vive hand controllers appear to be flickering when the scene is run? Could this be an issue with anti-aliasing? Or
This is how mine are currently appearing: View attachment 274078
I'm using a perspective camera with parameters:
Clipping Plane Near: 0.01
Clipping Plane Far: 900000
Viewport Rect: X=0, Y=0, W=1, H=1
Culling Mask: Everything.
Occlusion Culling, Allow HDR, Allow MSA, and Allow Dynamic Resolution...
Material Changer issues Hello everyone,
I am having a problem with a material selector menu in unity. I have followed a 3 part tutorial to get where I am at. The problem that I am having is that when I place my pointer over the buttons they are not updating my object with th...