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When switching back to OpenXR now with the exact same settings, it looks the same way, so no difference between the two [ATTACH]
Alright, an illustration here. The tablet is built with the app, and renders normally. The environment and the lego is loaded addressables. You...
Hi @Deltigre, thanks for checking up on me. So with Oculus it doesn't have the same problem, and it's definitely better than in OpenXR. However...
Hi, We have a problem that is a bit hard to explain, but hopefully I can illustrate it properly with text and video. We have a program running...
I totally understand @Ste-RH, I'm sorry to bring up such old versions for troubleshooting but I am in fact maintaining a legacy project myself...
Thanks for your reply @Chris-RH. Yes, we do have that. An update from me: turning off OES and changing the shader made it work. But from what I...
Hi, I'm debugging and wondering if I could have some thoughts from you as well. I have a problem where I'm trying to play a 360 stereo video on...
I can confirm that version 3.0 works fine for us on Unity 2019.4.11
I have found an issue in IL2CPP with using GameViewEncoder set to desktop. Steps to reproduse: New unity project Unity 2020.3.11 Import FMETP...
Absolutely, thanks a lot!
Hi @thelghome! We just updated from version 1 to 3, for streaming from Hololens 2. While that's in progress, I also need desktop streaming to...
Short answer: you can't. SteamVR is PC only, not Android.
Then we've reached the same conclusion. We are reworking our build pipeline shortly so we should be able to automate this. Thank you!
Looking at the logcat does not make me more hopeful (running on Pico with Oculus plugin enabled but not loaded) Exiting application: This .apk was...
While looking into this, it seems like I have found another incompatibility between devices. On the Vive Focus 3, the app will not run without the...
The FOV of the VR camera is not set by you in the scene, it is set automatically by the headset when the scene loads. Changing this would probably...
Hi, TL;DR: How can I have multiple XR Plugins enabled when I build for android and run the same .apk on different headsets like Oculus and Pico?...
How can I know which instance I'm calling on?