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.
is there any way to detect when the Quest enters/exits stand-by mode?
I tried using:
Ahhh, got it. Thanks!
let's say I have initially created an Unlit graph and later want to switch to PBR. I add a PBR master node and now want to get rid of the...
One suggestion though: maybe remove/grey-out the "default" input field for unexposed properties? Because if there is an input field,...
I just noticed that the "Default" value for a an unexposed property does not get compiled to the shader. I guess this is a bug?
I'm currently developing for Oculus Quest and almost lost my mind because I couldn't get XRController's "select" functionality to work.
... and don't forget to embed the XRI Toolkit package. Otherwise your changes will get overriden every time you restart Unity.
I'm using this workaround for now:
In TrackedDeviceGraphicRaycaster.cs, I added a check for the "raycast target" property to the...
while working with the XR Interaction Toolkit, I encountered the following behaviour:
UI elements, that have their "raycast target" property...
Just had the same issue while trying to compile for iOS on Mac (Unity 2019.2.10f1)
From the console:
"Scope was not disposed! You should use the...
Store completely stalls on Chrome due to various errors:
I did some further testing.
Mesh Renderer based TMP works out of the box.
To pass data to Canvas based TMP shaders, you have to:
I want to pass additional data to a customized TMP shader.
For the data, I would want to utilize an unused UV channel, e.g. TEXCOORD2.
as iOS and Android now support face tracking, I would also like to know about feature parity in ARFoundation. Maybe @tdmowrer can shed some...
ARRemote currently seems to be pretty broken and unusable. For me, it crashes immediately on iPad 2018 (see here).
As this makes testing and...
I'm currently trying out the trial version and somehow can't get it to run in Editor on Mac OSX.
No error messages, but the videos in all...
Do you know if there are plans to fix this limitation? The current behaviour seems to be quite unintuitive and confusing.
I have the following scenario:
Two component instances are attached to the same GameObject.
Each of these have their properties set...
I just noticed that no keyframes get created when trying to animate properties of a custom UI material.
The context menu for manually...
Seems to be fixed in recently released update 15.9.3 for VS 2017 (Community).