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.
Separate names with a comma.
Keep in mind you can query VRDevice.isPresent to see if the user already has a VR device plugged in. You can use this to exit your splash once...
There are a couple things you could do. You can put the "None" SDK at the top of the list in your player settings (with the Cardboard SDK after...
The order in which you have the SDKs in the player settingslist are the order in which the engine attempts to initialize them. So if you put...
Unfortunately not. What you're seeing is the render target used by the VR system which is going to have occlusion mesh rendering and other...
You can use VRSettings.loadedDeviceName to check which SDK is currently loaded at runtime.
What you can do is configure your project to support VR in PlayerSettings, along with the SDK(s) you want to support. The engine will then attempt...
The inspector isn't perhaps so explicit in labels, but there are key differences in UI between prefabs and prefab instances. Namely when you are...
On line 19 you are reading directly from path using File which assumes a local file. You need to use the text property of the WWW object instead...
You can negate the default tracking pretty easily. First create a new game object and make it a parent of your camera. Be sure to zero out both...
For both haptics and play area, we are currently looking at how best to expose that via native Unity APIs. We have no timeline in place, but are...
I tend to agree. There are two good reasons for having the camera automatically track the head: For simpler (especially non-game) VR experiences,...
I saw that, but that string ("Cannot connect to Account Creation") was something your code wrote: if(CreateAccountWWW.error != null){...
Have you looked at the error property on the WWW instance? What message does that contain?
A lot of times this ghosting is from LCD displays taking time to change pixel colors. It can usually be more prominent if you have high contrast...
We also support the axis/button inputs via the normal input manager. The documentation has more details:...
Can you please file a bug with the in-editor bug reporter from your project (under Help menu)? That will send us a bug report and attach the...
There's actually a new blog post about EditorVR with links to the downloads and the EditorVR forum:...
Just FYI we've just released version 5.6.0b1 which now exposes minMoveDistance on the CharacterController API:...
VR cameras have a local offset applied by the VR system. This means that as you move around in room scale (or even around in front of a single...
Well that code probably won't compile in 5.4 and it'll show up as a 5.4 bug so I wouldn't bother as it'll likely confuse people around here. :)...