Question about TrackedPoseDriver PoseSource (Bug?) Hello,
i want to track my VR (Vive) controllers with Unity 2018.2.0f2, in the previous version i used the classes from the XR namespace (where you had to get XNodes or something like that and update the position/rotation of you actuall object manually).
I found a example somewhere were they uses the TrackedPoseDriver component for tracking instead, which updates the transform based on the tracking.
But my problem is that i don't understand the Pose Source behavior or maybe this is a bug....
TextMesh Pro build errors in Unity 2018.2 I have installed Unity 2018.2 and was preparing a quick sample app for HoloLens (MR). When I created the Visual Studio solution from Build, it got a bunch of errors on missing SDKs from TextMesh Pro project. Please note that, I am not using any TextMes...
Interract with desktop while in VR Hello,
I am building a two player VR experience with a HTC Vive.
One player is wearing the headset and the other is on the computer, interracting with the environment.
Both player use the same instance of the game.
I had no problem adding a desktop only UI as SteamVR does not render Screen Space overlay canvas.
But now I'm trying to make the desktop user create objects in the 3D world by clicking the position he wants the objects to be instantiated.
To do this I do a raycast from the mouse...
Controllers missing since install Steam Vr Hi all,
I got a simple question.
I have a "game" made in unity and I was able to move around using my Samsung Oddysus controlers.
There where no problems what so ever, but I wanted to test my game by making an executable file so i donwloded ...
I did a logcat and found the errors below. I know that unity has its own built-in OVRPlugin, so it seems to be a conflict. We tried a build with the most up to date oculus utiliies installed. And we also tried one where we only installed the scripts that we needed from the oculus utilies, and relied on the unity DLL that is included. Same result.
Downgraded to 2018.1 and it works.
Why does the floor look closer than it should? I've got a simple scene with the camera positioned 1.6 meters above a platform. I have verified that the camera position is correct by logging it, and also by putting a scale reference next to it. In both the Unity editor, and when built for the Oculus Go, the position is correct and I can see the top of the reference cube, as expected.
But when looking at the scene in VR on the Go... the platform looks much too close to my eyes. It's about waist high. Moreover, the surrounding scenery,...
New Release 7.2 Patch (SDK 7.2.23) Today we’re launching a patch to Vuforia Engine 7.2 (7.2.23) which includes some critical fixes:
For iOS developers, we fixed an issue which caused AppStore submission failures
In Vuforia Fusion, we’re expanding the number of ARCore supported devices ...
Open Door using OculusGo\GearVR remote Anyone know how will approach opening a door naturally by grabbing the door with a laser pointer and use the motion on the controller to open\close the door.
I couldn't find anything online, happy to get references or assets \ tutrials that might help
I created the project on my home computer and everything is fine. When I brought the executable into work, when I run it, if I look in one direction (lets say 'North') the HMD works fine, if I rotate the HMD to the east, the view tilts wierdly, and now tilting my HMD 'rolls' the camera and rolling the HMD 'tilts' the camera - like the X&Y axis have been reversed.
I've loaded up unity on this same machine to see...