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I found the issue - was related to NavMesh needing to read the generated mesh - I turned off "Make Meshes Unreadable" in MCS.
Thank you - I'll take a look at this now. Sounds like the enter/exit room solution would save a ton of processing! Fantastic asset BTW. I just...
Hi, I have a prefab that is instantiated at runtime and contains a repeated grid of a single LOD model, which I'd like to combine with MCS. I...
Thanks for getting back - really appreciate any advice/updates you can give.
One thing I should mention is that all the "doors" are open - does culling still work in that case? i.e. is it done using "line of sight" from the...
Thank you - I'll take a look. I just needed to know if it was a common problem or something otherwise fixable.
Is the developer around? Rhetorical question I guess :-(
Nobody else getting this :-( ?
Hi, The profiler suggests that a huge percentage of CPU time is used by BasicRoomCullingCamera.SetIsCulling. Any idea why that may be? My frame...
I was getting some artifacts on objects in the blender scene when using "Generate Lightmapping UVs" so I unchecked it. This meant I had to ensure...
Hi, What would cause SOME surfaces on an object to be incorrectly lightmapped? I've attached an image of a "room" where the walls look great apart...
Hi, Yeah it's not ideal - but I'll need to setup for quick demos which involves connecting two Go's and a laptop (hosting the webservice) to the...
Hi, I have an app that references an external web service. For various reasons I refer to the endpoint using its IP address but if the IP changes,...
Hi, Is it possible to get information about the data dimensions/ranges displayed (using the Bar3DSimple in VR)? i.e. once I feed my data in, I'd...
Hi, Anyone using Aquas on Oculus Go? Added a terrain and "mobile lake" to a scene and performance drop was huge :-( Terrain on it's own was fine....
FYI the solution was to change the "Event Mask" dropdown on the OVRPhysicsRaycaster (attached to the OVRCameraRig) to ignore layers that were...
Hi, I think the camera/ray must be aligned because when it does hit the UI buttons it's perfect. I can make it hit the UI by removing any other...
But this would only be to prevent clicks on the wrong object. If I did this it still wouldn't ever hit the UI buttons - it will still pass...
Tried it but still the same unfortunately :-(. Currently set to: [ATTACH]
HI, I'm using a world-space UI canvas in VR with sliders the user can manipulate using the end of a raycast pointer from the Oculus Go controller....