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Okay. Maybe it was not available in that version
Okay, that's good. At least for me and Playdead :)
_camera.stereoActiveEye is native, its not coming from any script, but from UnityEngine.VR I...
VR is fully supported, don't worry for that. But there is something weird in your project related with VR. Try something to discard Fog Volume as...
In some cases we can make it quite cheap.
Here is the exe
Everything will compile once we get rid of that problem
Do you have stereo enabled and a non stereo camera running? That case would cause that problem
Well, not exactly bugged. It just updates when Game view is active. I have solved that 5 minutes ago.
Some scenes are super expensive, and...
Do you know how to do that? I didn't find the right trigger name, which is what I needed.
It is explained here
Yes. Do you know why playwater works correctly? Because it writes depth, which is what FV needs to collide and fade. Years ago I made water but I...
Thanks. Yes, it works perfectly. I used it here
I love that asset so much. Highly recommended :)
btw, I was using 2017.1 here. Sadly, the camera component didn't work in the build. I guess you are already aware on this.
Two more :P...
Have you played the demo? There are some scenes that may help you to compare.
About TrueSky, nope, I don't have it.
Thanks Tato, I love your asset way too much. Some comparison images here
In that case, what should I do if ambient lighting is not based on a gradient? If ambient lighting comes from a cubemap? If ambient light is a...
It was not taken into account. FV uses its own settings
Humm, Im aware of the problem of having such amount of shader variants. When I modify the shader, it takes longer because the shader variants has...
Seems like 3.1.9 is working 100% correct in vr.
About features, everything remains the same; shadows work in vr too. Check the VR Showroom demo....
Humm... Do you see the elbows? They are in front of the fog. Some objects are in front and some others behind, so I think that this has something...