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The problem with non-convex mesh colliders is they aren't supported for non-kinematic rigibodies - you could either check 'convex' on the mesh...
Hi Not sure exactly what is wrong with the code, but I can make a suggestion of a slightly different approach (that I took) - use a tweening...
@BuzzLightyear Have you tried fixing the physics timestep to match the display refresh rate (every frame)? e.g. put this in a script somewhere in...
The property was <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1"/> as noted here:...
I saw some reports about bugs with some quest games with the latest firmware update which appear to be related to forthcoming Oculus Go emulation....
It looks like your scene requires a lot of draw calls (the stats show over 7000 batches). From memory I think recommended for VR is 500-1000....
Just FYI, downgrading unity to 2018.3.14f1 fixed this issue for me immediately.
I've been having a very similar issue for the last couple of days - it's been driving me up the wall. Similarly, I did a quick Quest port of a...
Hi again iRobi I am having difficulty achieving an effect which I think should be possible with UVPaint. Basically I want to put a "hole" in a...
Hi Does any one know if its possible to display the fully distorted side-by-side camera view in the Unity Editor. I know I can show the steamVR...
Hi iRobi Thanks for the great asset, really quick to get up and running and it works brilliantly most of the time. However I noticed some...