A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
What exactly is it that won't work? ARSubsystems and MRTK should be able to exist next to each other without much issue.
I was pointed in the direction of the XRAnchorStore by Edd Smith on the HoloDevelopers Slack channel, which allowed me to figure out how the...
I'm trying to get world anchors to work using the new XR plugin. The implementation using WorldAnchorStore and its related calls have been marked...
You'll want to use instancing properties, so you can define colors per mesh instance while still rendering all meshes of the same type in one go:...
Great idea, thanks for setting that up! I'm always glad that the tutorials are still helping out three years down the road. I've linked to your...
Thanks for the response, @EdBlais. Unfortunately, all four steps were already taken care of. I double checked everything, but the result is the same.
What exactly is it you want to use from the hand tracking? I can definitely use the hand tracking features such as displayed in the hand tracking...
I'm trying to get set up with developing for the HoloLens 2, but I'm running into some issues when trying to use the remoting feature. Using both...
@Arkonis_Khobalt The only working option is using the legacy XR system, available up to 2019.4. You need to uninstall the XR packages, and only...
I'm experiencing the same issue. I'm just starting out with the HoloLens 2, but following the guides to set it up just results in the above issue....
Is it still possible to use the Google ARCore SDK within Unity? When I try to build with it imported, it says "ARCore SDK support is disabled. To...
What is the recommended way of switching cameras at runtime? On ARCore (AR Foundation 4.0.2), I first tried switching using...
I've found several old threads of people only getting a black screen when trying to get a custom material to work for the ARCameraBackground. I'm...
To anyone running into this, the bug is now marked as resolved for 2020.1.0a18 and above.
As with all things in graphics, it's a balancing act. It's faster to render a merged mesh than rendering with instancing (but I'm not sure from...
I would definitely let Unity's static batching do the heavy lifting for you here. While a merged mesh is slightly faster to render than several...
I can't see a reason why it wouldn't be supported on Android. Can you test if the shader works in a Windows build, to make sure that the shader is...
The texture data will be sent to the GPU in a draw call, not when changing the texture property in a material property block. The material...
No, it should only be a slight increase in build time and build size. I've had the same issue as you had - when you're not using an instanced...
I think that most likely you have to set Project Settings > Graphics > Shader Stripping > Instancing variants to Keep all. You might also have to...