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I probably described that scenery as the most safe, but depth was always enabled (optionally) And causing issues here and there too :) In that...
Supper happy today. Finally I can say this:
I switched to a different method, as the previous one was giving me too much headache....
Im having a huge pain trying to replace:
Vector3 eyePos = SceneCamera.transform.TransformPoint(SteamVR.instance.eyes.pos);
What do you mean with rippling? Here is an example that may fit your needs
It looks like this
For a game like yours, where the camera...
Yes. Have you seen the "Time of day transition" scene?
Yes, thanks. I wish I had more time for this!
Humm, if I were working in a company I wouldn't recommend to implement such a big/complex plugin just before the deadline.
Yeah, totally agree. Maybe there is a better method to do the "depth-aware" trick. Im not specially happy with the results. I need time to...
First, sorry the late reply. The forum doesn't notify me more than once.
Well, I believe that your camera is not generating depth. Just make...
Maybe it would be better to wait?
afaik, the only issue has to do with depth at close distances when we have a textured fog volume. This is:...
I can not yet :) I've been without my vive for several weeks now. UPS lost my vive cable somewhere. I ordered a new one last week. I will get it...
Some have reported this as a solved issue, but I still have this problem in 5.6
The weird thing is that this only happens in a specific project I...
Oh, sadly you are using transparent shaders there :/
Nice. Trying to render underwater? Humm, maybe I should provide an example of that. It will be quite nice to use the new camera effect for that.
Maybe the camera far clip plane is too low?
Completely off-topic. Just realized that the demo I made for Unity to demonstrate GPU instancing is shown in the new blog post about the new...
Ah, then you have an ideal situation. You won't need to render depth, which is pretty cool. Background clouds is indeed the best scenery for this...
Nice. Read carefully the limitations before buying. In short:
Transparencies not allowed inside of the volume
Depth issues with VR