Forums

  • What Hardware for Unity on a videowall built out of 24 HD Displays Hi there, hope this is the right forum for this kind of questions. We build up a videowall which will consist out if 24 display, aligned in 6 rows and 4 columns (yes, "portrait" layout, not landscape). We can access the displays in six qu...
  • How to Delete Spatial Mapping Hello All, I want to start fresh and delete the spatial mapping saved on my hololens. I can access the spatial mapping by pressing "update" in the hololens portal. I can see a model of my house within the viewer. However, I would like to ...
  • Navmesh to Teleporting area – Workflow? Hi Allz, I imported a scanned room with textures into unity. I used the obj file of the Model to create a navmesh, which worked pretty well. My Problem now is, I have a huge Plane to which I attached the TeleportingScript. (But the Teleporting area is...
  • Instantiated prefab not showing on oculus go but in editor preview Hello everyone, as stated in the Topic, I have a big problem that all the objects that are instantiated from a prefab during runtime, are not showing up in the scene on my oculus go. Previewing the scene inside the editor, everything is rendered normal...
  • ARCore – dynamic database on cloud Hello,
    I'm wondering if is possible to use, for image tracking, a db that rely on server (instead on device), updated with custom pictures created by the users.
    I've googled a bit but I can't see any thread on it...
    Any help would be much appreciated!
    Thanks!
  • Throwing Object Issue Oculus Hi friends,

    So it's been a while since I've used Unity and I'm completely new to working with the Oculus Rift and Touch Controllers. I figured I would start out with some basic grabbing and throwing so I found and used these tutorials from Ben Roberts.

    Everything was working fine until I introduced some code for rotating the player and now this happens after I rotate the player controller and throw an object.

    Basically,...

    Throwing Object Issue Oculus
  • Unable to delete Google VR folder from unity Project I tried integrating Google VR into my project, but then decided not to include it. I deselected "VR Supported" in player settings and deleted the Google VR folder. Everytime I delete the Google VR folder, Unity imediately starts to re import ...
  • GearVR – entitlement check not running Hi,
    I can't seem to run that entitlement check which I need to release to the oculus store. In unity I used this sample code from the documentation. I attached that to a gameobject in my starting scene and entered my App ID in the Edit Platform Settings. When I check in the editor everything seems fine. But when I build the app and check in the Gear i don't get any debug messages (neither pass...

    GearVR - entitlement check not running
  • How to use/attach UMA avatar with VRTK? Hello, Im using VRTK and i need to have a full body avatar, along with 2 trackers for my feet. What is the proper way to use a full body avatar (im using UMA dynamic avatar) with VRTK, so that the avatar hands match the controllers position, and also...
  • How to make a visualizer of surfaces with AUGMENTED REALITY? I'm new here. Currently, I'm doing in a work about augmented reality to visualize quadratic surfaces of math functions. The idea is that the student (user) first visualizes the xyz plane with a surface generated by default (for example an elliptic paraboloid) and then the student can enter their equations to add more surfaces and see the intersection formed between the surfaces.

    The problem is that I'm not sure what tools or techniques I can use to make this application in unity.

    It would...

    How to make a visualizer of surfaces with AUGMENTED REALITY?
  • Set ARKit Pose Processing to 30 fps? Hi, if I set my app to update at 30fps with Application.targetFrameRate = 30, will ARKit automatically change its internal processing tick rate to match the app fps? Or is there some sort of manual call to change the pose processing to 30fps instead of...
  • VRWorks issue I have a 1080ti video card and I try to use VRWorks with HTC Vive. I can't get it to work properly.

    If I enable single pass stereo using SetActiveFeature(VRWorks.Feature.SinglePassStereo), the image becomes heavy for the eyes. The fps is good, but I feel dizzy inside the glasses.

    Also, some of the objects from the scene are rendered different in each eye and the biggest problem is with the mirrors, I have different reflections for each eye.

    Did anyone manage to make it work somehow?
  • Arkit remote Won’t connect to player I'm using the modified Arkit remote with compression to solve the freezing issue, and it appears now arkit won't connect at all. i'm not getting much in the way of info from it either for debugging. I'm sure others have run across this issue.
    here's the console output
    Attempting to connect to player ip: 127.0.0.1 with a 1 ms timeout
    UnityEditorInternal.ProfilerDriver:DirectURLConnect(String)
    UnityEditor.ConsoleAttachProfilerUI:SelectClick(Object, String, Int32)
  • How to grab something using the laser pointer beam with VRTK? Hello, I would like to point the laser beam at an object, press the touch pad to pick it up at the end of the laser beam, The bean should remain at a fixed length at this while while holding the object. Then i should be able to walk somewhere and the...
  • Steam VR Unity Plugin 2.0 released https://steamcommunity.com/app/358720/discussions/0/1734339624806608744/

    I'm liking the changes so far, but am having to start from scratch to redo everything. Seems like they invested a lot in fixing the input system and now handle rebinding's etc via the plugin.

    I have not gotten into the interaction system changes yet.