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// on start
var allDevices = new List<InputDevice>();
InputDevice tracker = allDevices.FirstOrDefault(d =>...
Windows - Package Manager
find High Definition RP
click on preview - 5.10.0 then upgrade
var rot = Quaternion.AngleAxis(180, v3.up);
Quaternion.Slerp(Quaternion.identity, rot , x) *...
Following those steps I can get it to run in VR but the default HDRP scene can't get to 90 frames per second. Even if I disable volume still can't...
Thank you very much Foster!!!
Thank you Rizu! I will try it today.
Just found that if I go to Project Settings - Player - XR Settings - Virtual Reality SDKs
then I remove Oculus with the minus sign, then add it...
Just tries with both Rift and Vive on a new project VR Lightweight RP, no custom code:
2018.2 - works as expected
2018.3 - cannot detect VR device
I just posted another question about HDRP and VR but I see that even the original (without any change from me) VR Lightweight RP for the 2018.3...
I am trying to follow these steps with 2018.3 beta:
Windows: The player executable has been split into two parts: a signed UnityPlayer.dll that has...
If you auto emit particles you may have to do something like
particle.randomSeed = (uint)++i;
This is the solution I found
DearVrSource.clipIsPlaying = true;
DearVrSource.BypassPerformance = false;...
How to make sound more or less louder?
What about the good old DIY?
Here is my project with different collision algorithms and...
Unfortunately it leads to quite a bit of frame rate drop. In VR it is not allowed. I need 60 all the time.
But still, great work for non Gear VR...
Oh it's perfectly fine.
Unfortunately in reality it is not just a holder for a phone. It requires specific setting for VR not like just a regular mobile Android game. But...
Does it work with Gear VR?