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Thanks for the fix @fennecx_support, it works now on iOS! However I now get the rare bug where sometimes the keyboard won't disappear after auto...
Hey @fennecx_support can you please give any Info on this? Is it a know issue? Is it worked on? It's been a week.
Hey, I noticed that the autofill for passwords doesn't seem to work on advanced input fields. It works occasionally when you try it the first time...
Hi @EricVenn, unfortunately the asset is not simulating any hardware specific things like rendering etc. but only generic XR Device Input. If you...
Currently it's not working with OVR out oft the box. It's working with any XR Input based Framework as it's simulating a virtual XR Device. I did...
Well, couldn't you use C# Reflection? That's how i called internal functions and forced grabbing in my VRSimulator in earlier versions.
Hey @GridWanderer did you set the handtracking permissions in your Android manifest before testing your script?
Ah I see, so your plugin exposes the methods to create devices with features to the managed side. That's a great way of doing things ... building...
Oh, so it is possible to create custom devices on the managed side? Interesting ... Tried that a while ago but ran into several issues. I am...
What exactly? You can simulate ui press of the XR Interaction toolkit with the Simulator. I think i haven't implemented a separate button for this...
I actually released an VR Simulator for the XR Interaction toolkit to the assetstore in April but it kinda works the same way by updating the...
It's cardboard timer based interaction, but have a look here.
There you go: Link Haven't tried it myself though.
Let me See if i can find it again...
I think there is also someone who extended the XR Interaction Toolkit with gaze interaction for Cardboard XR, if you want to give that a shot...
Ah I see. Have you imported the new Google cardboard XR Plugin? It needs to be installed manually from github. There is a quickstart guide on...
All vouchers have been used ...
You could also Start developing without a headset for the time being. If you're fine with using the Unity XR interaction toolkit (cross platform,...
You could use the Unity Xr interaction toolkit, it has it's own cross Plattform event system. For the movmemt in playmode you could either write a...
You can certainly develop for VR on mac, but testing is going to be difficult. If you're fine with developing with the Unity XR Interaction...