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You can use a Scriptable Object to set up a basic pub/sub pattern: say you have a Component named RenderWithFOV and a single SO named something...
Are tags a mandatory requisite or are you open to different methods? Because you can use a SO as a subscription service and use monobehaviours as...
I am writing a custom render feature with multiple passes, one of which has to bounce a full-screen effect back and forth between two temp buffers...
Small update: I am halfway through my "thick strokes" shader, which is supposed to handle both in- and outlines; I'm just having a few issue...
Did you set the pipeline asset in the Graphics tab? What happens when you place a random primitive in the scene?
I have toyed today with my outline shader and found some issues: while it works great for outer outlines, it doesn't appear as good as I thought...
Because if the mesh has any flat face or sharp edge the outline hull will break, in order to sidestep this issue I bake the smoothly interpolated...
My solution is done in ShaderGraph, and if I disable the stencil pass it should also do outlines inside; the only "problem" is baking the vertex...
@cirocontinisio I can take on the card if you wish, I have tested a method based on inverted hulls that doesn't break on sharp edges, but takes up...
Thanks, they are pretty interesting, but they don't behave nicely on Android.
(I've bought your plugin in the meanwhile, if it doesn' fit this project I have still another use planned.) Yes, my biggest bottleneck is the VR...
I own them both, and as far as I can say there's no huge improvement, it's also true that I have to test my system on the Quest yet. Each frame...
I am looking to stream content on an Oculus Go/Quest at 640x720, 60 fps at least; I have written a contrived setup that allows me to stream still...
I have a similar question regarding VR streaming: in my case, I want to stream the content of a desktop Unity app to an instance of another Unity...
I am working on a project which involves streaming the content of a Unity instance running on a desktop as a real time video to another Unity...
Context: I am developing a Windows desktop app that must have a direct connection to another process and I must use named pipes in order to send...
You might want to use this as a reference sheet: https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrinput/
The only solution right now is buying an Oculus desktop HMD, since the editor automatically emulates mobile controllers using desktop ones.
The process in Unity 2019 is not any different from Unity 2018.x, just keep these bullet points in mind: Given Unity 2019's recent...
The Oculus Go remote is already mapped in the OVR Plugin, check Oculus' documentation for the button names you'll have to query; also if you...