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Hello, I'm writing because of the incompatibility of HBAO with MSAA in HDRP. We were in contact with the Unity Engine support and told them about...
This is a valid point. I would actually be happy being future proof in terms of hardware. However, the data I get from different VR Controllers is...
Thank you for bringing this to the point. It is an unbearable situation. Relying on resolution, refresh rates or other magic values to identify...
Apparently, this issue has been resolved with Unity Input System 1.2.0
Thank you for clearing this up. For now, I will stick to 4.0.5 to avoid this bug.
I just tried this but unfortunately it didn't work. public class FixOpenXRInteractionProfiles : IPreprocessBuildWithReport { private static...
Yes, it looks like this is where the problem was introduced. I already tried do a workaround in the PreprocessBuild step. However the interaction...
Found a respective bug report
Unity: 2021.1.16f1 XR Plugin Management: 4.0.7 OpenXR Plugin: 1.2.8 Hardware: Oculus Quest Link, HP Reverb 2 and HTC Vive. I'm encountering a...
We are using the following code to create schemed assets for Left/Right, so effectively there is only one binding we subscribe to. private static...
These are my Input bindings for OpenXR: [ATTACH] I'm pretty sure however that this info wont help you much because the problem 1. exists in both...
I encountered a bug sometimes happening with XR devices. When it hits, the XR controller is split into multiple devices, each receiving part of...