VR Car Mirrors performance issue I am working on a car simulation project and I am using HTC Vive. My video card is 1080ti. I tried two different solutions for the mirrors (one from the wiki and Valve Stereo Rendering Toolkit), but I can't have more than 45 fps in the build. Valve is worst than the wiki solution. If I remove the mirrors, I have steady 90fps. I use the single pass, VRWorks and forward rendering.
If one mirror is active, the draw calls are double in profiler (one call of Camera.OnWillRenderObject()). If two...
Long story short, borrowing Oculus Rift+Touch off of friend whilst he's away, dabbling with VR. Been working with Unity for a couple of years, but only as a hobby.
The problem I have is that when you hold an object just directly below where the headset is in world space (or if it's big enough) then the character controller will fly straight up forever until you move the object from under the headset.
Why my AR app works only 1 week? Hello,
I created a simple AR app in Unity and built it on my iPhone using XCode. But after approx. one week the app stopped working (when I click on the icon it opens for a millisecond and quits). This is not a bug because after I build it again it wor...
Have been searching the forums and can't find an answer for this....
I placed trees (from standard assets package) onto my terrain. While moving my head in the Vive, elements of the trees (branches, etc.,) move with head movements. Why might this be happening?
I looked to turn off a "billboard" setting (mentioned elsewhere) but can't seem to find it. Is the billboard setting causing this?
VRTK how to find active CameraRig? I am using the which provides a few different VR CameraRigs that the user can select from.
My question is after the user selects an SDK how do I know which camera rig is the active one?
More specifically I see the list of objects:
Relocalization not working correctly I try using Relocalization but it just doesn't return to where it was. For example, I have a plane detected on my laptop keyboard which the app tries to reconstruct but when the app is done relocalizing the plane is off to the side of the laptop by a large margin.
I've managed to get something working well in the Editor but not when run on an iPad.
Here's the flow
1. Start the app with AR disabled.
2. Allow the user to turn on AR using a button.
3. Allow the user to select a spot to spawn some objects.
4. Allow the user to turn off AR and do some...
[Hololens] TakePhotoAsync only working once Hello,
I have a very strange behavior with the locatable camera API on Hololens.
When I trigger capture.TakePhotoAsync, the callback is only called once. On the second time I trigger it, the callback is never called and the opened thread never seems ...