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I know right! Not suggesting you to upgrade but this error is gone for me now in 2023.2.12 and honestly have found this version much more stable...
In my case, one of my component with a list of serializable classes kept throwing the serialized property has been disposed. The error only...
In my case, I'm on Unity 2022.3, I have a dll that I generated via Assembly Definition. It was taken from ScriptAssemblies instead of Bee /...
Here you go. Hope it works for you. To use it, you hook to the OnRecenterEstimated event. From memory, once you change orientation, you need to...
There are two ways you can do this. 1. You happen to have multiple Main Cameras (tagged as main and is just a unity camera). You'll need a Scene...
Just chiming it for when it's needed. For one of our projects, we move the user around and rotate them during scene transition to place them in...
With XRRig, we set the offset rotation and when the user recenter, it's all fine. However, we need to go from 1 area to another, if the user is...
I've been thinking about this and stumble on this thread too. I think it's possible if you're willing to keep a server instance running where...
Update to the latest version 1.16.x fixed it for me so I thought I'd post it here too in case someone was on an older version too.
Did anyone found a work around by any chance haha?
Just a thought, a workaround to avoid Optimize Mesh is to pack your mesh into asset bundle/addressable.
Does Auto Hand work with Oculus Quest hand tracking out of the box?
Hey guys, so I was also playing around. I think following their setup using PlayerInput isn't useful and rather Clunky. What I found works...
If you use their low level api, you have to implement your own system for reading and writing between server and clients. Syncing between current...
Hey guys, just tried out the sample scenes from GitHub. All works very well on PC. But running NetCube on android, the moving cube from another...
+1
Hi, does this package work on Oculus Quest with Unity 2019?