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[IMG] Added new enemies and interior areas lately! The flier is an enemy with much higher speed but also lower health! The picture above also...
Hello and thanks for checking out my newest game EvoCore! EvoCore at it's heart is an endless RNG 2.5D shooter. Gameplay is somewhere between the...
Thanks for looking for me! The struggle continues!
Brilliant thank you! If it's the same as what I'm seeing here it's a noticeable shift from 6ms on rendering to 10-11ms
I'm using the perfhud as well as development built, and it shows throttling from the very beginning, even though the phone is cold. I did think...
No worries! Hoping its just a rookie mistake I've made!
Done! Fingers crossed this one works! https://www.dropbox.com/s/fmkd6mxr7nht4h9/RTS2.zip?dl=0
Yeah that's the basic scene, that I was running above, here's a zip! I forget sometimes just how much bulk the Library adds!...
You should be able to download the whole project at, https://www.dropbox.com/sh/80081j8nfeewfcy/AADsS7YKvneUGz8qnlosTcKMa?dl=0 Appreciate the...
Hey all, this one has me really stumped. The problem started here when I noticed REALLY high amounts of CPU time going to rendering when I build...
Great work on this plugin! Just bought and using it and have had no trouble with controller mappings between different controllers and devices!...
Hey all and thanks for reading my thread on my new idea and project - Horizons (working title!). The idea behind Horizons is to provide an open...
Ive seen games that coupled with a bluetooth gamepad do work well! Galaxy VR being the one that springs to mind. The one thing I've noticed is...
I'm working on a story driven, procedurally generated game at the moment to try and explore the cardboard market, which seems to be the best...
Another wild stab in the dark, could the terrain need to be static?
You might have to switch to Unity's own VR system, including stereoscopic camera etc.
You need to have a collider on both the terrain AND the player model as well. Make sure you have isKinematic off on the player RigidBody too!
I would guess in FixedUpdate() you are calling playerAttack() every frame? The problem I can see is that your program may be running at 1000fps,...
Are you using the up to date Unity and Gvr assets? I have a feeling editor emulator as a separate object may be causing some issues as well!