How to Drag Slider With Finger I'm making a menu system for my VR game. The menu is sized in worldspace and you pick it up like a clipboard. I'm using an Oculus, but this solution probably doesn't have much reliance on the Oculus SDK. I have the menu set up so that buttons have a trigger box collider on them, and I add a tiny trigger sphere collider to the tip of both index fingers of the Oculus LocalAvatar. Then I use OnTriggerEnter() to add functions to the buttons as I need. This way I can press buttons with my finger....
How to create a HTC Vive menu with Gaze Hi. I have been searching the web and cant find any good tutorial where to begin to do this.
I want to make a game menu for my HTC Vive game. I want to use the Gaze method.
How is this done? I cant find anything with HTC vive, only with Google Cardboa...
I build and run the ARKitRemote on my iPhone and it is waiting for connection. Then I play a scene like UnityARKitScene or FocusSquare in Unity and connect my device via console. I get my camera picture in Unity but my iPhone only shows "waiting for connection" instead the camera picture. I thought that camera picture is shown in unity and on my device. But not on mine. Why is that ? Anyone have got the same problem...
Which unity version is currently supported to develop with ARcore?
I am getting this error with the newest 2018.2.3f1 version:
Assets/GoogleARCore/Examples/CloudAnchors/Scripts/CloudAnchorUIController.cs(85,62): error CS0619: `UnityEngine.Network' is obsolete: `The legacy networking system has been removed in Unity 2018.2. Use Unity Multiplayer and NetworkIdentity instead.'
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.