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scaling the "player" game object (which the camera, and controllers are children of) should correctly scale the tracking information being...
Please raise this as a bug!
the correct version is 2.0.2 :) if you're modifying your manifest manually that should work. otherwise it should be on production. ill follow up...
also, the latest version of the TPD has 3Dof arm models which are based on the daydream ones :) which will hopefully make this a lot easier to do...
they're actually part of the 2.0 version of the package.
The arm models are pose providers (monobehaviours) that sit alongside the tracked pose...
to clarify. you were attempting to inherit (or otherwise use) code from the UnityEngine.SpatialTracking namespace in your own code? and the step...
Well, not sure why you're using the mock hmd.
but as per the other thread. thats likely a bug.
i would say yes. please raise a bug on that
Chatting to people here, its more likely that this is because you're dropping frames and the artifacts you're seeing are due to re-projection...
does your ECS spawner use per frame information? eg: the camera location?
Would love to see more info on this? a video perhaps?
Hmm, can you raise a bug for this! :)
which version of unity are on you? you'll also need gvr 1.180 for them to work correctly.
It's just a blank game object we've called "XR Rig". There is a camera height script that can be found in the VR LW template that can be added to...
Attaching a Tracked Pose Driver to the camera, and disabling should effectively disable head tracking. If this doesnt work then please raise a bug!
best guess would be to use
and check the "tracked" flag.
We've got a simple haptics API landing in 18.3!
best bet would be to file a bug with a repro project and our graphics experts will take a look :)
Sounds similar to a multi-select bug im looking at. Please bug this with a repro project!
Hi there, I'm not at work today (memorial day). I tried at home with a vive pro and a new LW SRP project in 2018.2b05 and I don't get any...
Yes, its currently in progress. We'll update when we have a firm release window :)