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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
Also having this issue.
Cage mode isn't supported in the mobile version as mobile VR essentially isn't capable of it. However I plan to get both versions working on LWRP...
Haven't had a chance to look yet I'm afraid. On my list!
Sorry to ask a slightly stupid question but to be clear - does it work fine with Multi Pass and Single Pass (non instanced)?
The fix is now live on the Asset Store as well as Github.
Could you post a screenshot of the hierarchy and the VRTP inspector please?
Is the mobile effect not appearing at all for you?
Hi all, just fixed the issue and pushed to master. It was due to a unity shader constant being exactly the opposite value to what the docs said :D
Ok, thanks for the info. I'm on holiday for a bit and primarily working on other projects but I'll try to get to this in the next couple of weeks...
Yes, it is :)
Are you using LWRP or HDRP? What version of Unity are you on?
I'll give it a look, thanks for reporting :)
It should work ok with instanced - are you experiencing issues?
Not explicitly. The mobile version should work fine, however the non-mobile version does not yet. SRP support is the next thing we'll be looking...
The Asset Store and Github versions have both just been updated with lots of new features, optimisations and more! We've also just released VRTP...
It would be possible to add a saturation mode to the non-mobile version, yes, however doubt it will be effective as our peripheral vision has less...
Hi! You must use the TunnellingMobile component on Go - the non-mobile version will not work. This means blur is not available on Go I'm afraid....
Multiple arguments aren't supported, but you can make a struct which holds an int and a Transform and create a custom SmartType for that struct.
Typed SmartObjects - e.g. SmartInt, SmartBool - work both as shared data and typed events. Just set the value and their events will fire.