- Create new project using 2018.3.0b1
- import SteamVR, accept all etc
- add OpenVR via PackageManager
- open, SteamVR/InteractionSystem/Samples/Scenes/Interactions_Example
(or any scene using SteamVR controllers / blank with Player prefab works too)
- run and look at controllers.
The SteamVRControllerModel material seems to fail to load the controller texture at runtime...
Controllers working fine with 2018.2.8f1, and previous versions,...
Import a Webgl/HTML5 AR creation Hello, I'm a complete beginner in the Unity interface, I have used a Vuforia assets to create an AR experience that show a 3D form when the camera detect a picture. When I want to build it, an error message shows up:
(unityfinal is my folder selected to receive the file)
What does it mean and as anyone faced that problem?
Forgetting extended tracked image target I think the title explains it - how do i go about this? I really feel this shoudn't be so hard, but I can't find useful information about it. Basically at a certain condition, i just want vuforia to "forget" the position of the target, preferably calling the OnTrackingLost function in the DefaultTrackableEventHandler.
I'm currently working on a game overlay project.
I've a VR aircraft game using SteamVR to provide its VR experience. I would like to create an custom cockpit Overlay to interact with. I use the BenotterOVRlay (link). This overlay doesn't allow me to set my project as XR/VR but I can get my project to work properly.
Unfortunetaly, when I launch my aircraft game, it transform my HMD position and rotation. And it result in a non...
I just have a small question. I just got Vive and I've been playing around with it. I set it up through steam of course and got it working in Unity.
Now Is there a way to disable the floor height that I set up completely i Unity. Basically when I start a new scene in Unity, I want to just look through the main camera only without the height I set up in steam setup.
Lets say my camera y axis is 1, when I press play the camera axis immediately changes to 2.1. I'm guessing this is the...
AR Multi Directional light shadows Hi ,
I am working on an AR project these days and I was using this shader provided by Unity to cast shadows in my scene.
Today I wanted to add a second directional light (which should also cast shadows) so I followed the comments written in the shade...
Getting Started But I Don’t Know How.. So I got my Oculus rift this month, played with it, pretty cool device, and I decided to start program stuff for it.
The problem is I got zero idea how to start.
So first of all i went for Unity and C# as it is something i played with a lot in the last years, so i have some experience here.
There is SteamVR plugin, but It seems to not get updated anymore. some of the stuff there doesnt even work.
There is VRTK and NewtonVR but both of them too dont get support anymore ( VRTK on life support,...
Play Mode in MR project does not render in occluded device Hello guys,
I am developing an MR project and my issue is that when I go in Play mode, nothing is rendered to the attached occluded device. I tried with different devices (a Dell one and Samsung Odyssey) with no luck.
Did you ever experience this sit...
ARCore Remote (ARInterface Remote) is here Not sure how public this knowledge is but ARCore Remote is here.
Using the experimental ARInterface, it works in a very similar way to the ARKit Remote.
A quick YouTube walk...
I can build and run the hololens network sharing application on both hololens devices but only while the 'sharing service' console in Unity is active or running in the background. The sharing service which can be found and accessed at the top of the Unity nav toolbar opens a console displaying details of active sessions and connecting devices.
How can I build the application without the need of having Unity or 'sharing service' running in the background while connecting the...
TriggerHapticPulse with OpenVR? I'm using the VR template in Unity 2018.2.6f1, and using OpenVR (I think?) and I can't figure out if there is an equivalent to TriggerHapticPulse that's in the SteamVR plugin.