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For me is too little, too late. Not good enough.
F*** you, Unity. Just F*** you.
Sooooo... that was a trip down memory lane, it's been 4 years since that post, hahah I used ints like this, in my cginc file: struct...
Use a hierarchy of empty GameObjects and make the camera a child. Then rotate and move the GameObjects as you wish. I've used it and it works...
Tried it in my system (5.6.b7) and yes, seems like the start instance location is being ignored. I actually didn't understand what to use that...
I can answer to #4, I used thousands of instances (i.e., more than 1023) with just null instead of an MPB, and used my own (computed) buffers with...
You can, although there will be drifting over time, and if the marker leaves the camera when you get back it won't probably be in the same place....
Great! Glad to be of help.
Yes, it is a little floaty if it takes too long. Try adjusting the speed to be very fast, it'll be less jittery than the original at least. You...
That would be the child, yes. Although, rather than making a child of the ImageTarget, which would still move with jitter, I'd make it an...
I don't know how it is now, but in previous versions of vuforia what I did was avoid using the prefab GameObject (the one with the jitter) to...
We used to be able to, but since 5.4 we can't use gizmos nor lines :( As I was using lines intensively for visually understand some values for my...
Glad you found it!
I had problems once with a mixed type struct (ints, floats, and bools). I've learned that booleans in GPU are 4 bytes long, and I've ended up...
I'm rusty on my negative integer representation in binary, but I would say that it's related to how negative numbers are stored. If the type is...
Stride is the size of one unit of data in the compute buffer. For example, if your data structure is a Vector3 (or in the shader side, float3) the...
I just tested that in 5.6.0b6 and the same happens here. Not the same times (10ms to 8ms, aprox) but I have an older GPU (GTX 770).
I'm glad that you could make it work. I'll keep that in mind for future import problems, as removing or updating the settings files sound like an...
They are developing that: http://blog.leapmotion.com/mobile-platform/ There's no hand tracking for mobile that's market ready, or that doesn't...
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