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.
Think you should be able to build for Cardboard, to run on Samsung VR. At least to begin with.
Have you followed all steps to configure the URP?
Perhaps this can give you some ideas:
Have you installed the Google Cardboard app in the phone?
Think it´s needed to get the Google VR services for support for vr heaseds.
Maybe this is what you are looking for?
How about turning the steering wheel, for example by moving, or twisting the controllers?
Doesn't all platforms have completely different "haptic feedbacks" anyway?
Phones has built in vibration, Oculus has vibration in the hand hold...
Guess there are some online tools to choose from to create the tour.
I have good experience from this one for example for viewing 360...
Think it would be easy to compare the result, to confirm, or rule out the gimbal lock theory.
If it make sense to modify all three of the axis at...
Have you tried to turn of the "System Integrity Protection in macOS"? (on your own risk), and some other steps....
Have you tried to use quaternions to apply the inverse rotation instead of taking the path over euler?
Not sure if you can do that. How about using two, or a few particle systems, and changing the number of particles to toon them in and out to...
Have you tried changing the Audio Source Spatial Blend slider to 1, for 3D sound, and the 3D Sound Setting Spread to for example 360 degrees?...
If you just need compact storing of large amounts of ones, and zeros.
Perhaps it's easier to just write an own class to use an array of ints, as a...
The Internet is full of useful tutorials.
Search for example for "unity player move tutorial", it's way better than necroposting to old forum threads.
How about putting the players in another layer when they are dead?
And use a layer mask to only hit the one you want with the ray.
Have you tried to search for Unity swipe control tutorial?
This for example might be a start for the swipe, and direction detection:
Think wrong perception of scale in vr is more a matter of calibrating the headset. If the headset is trying to squeeze in to much FoV in to small...
HDRP is really new to VR but according to this it should be supported, with some restrictions....