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Same issue here... did you find a workaround ?
Same issue here, with all version of Unity. Did you find a workaround ?
I'm also looking for a solution for that.
+1
Nevermind, I figured it out... You can just used the samples themselvs and it's working out of the box. I must remember a very old version of the...
Which scene do I use to run the HumanBodyTracking3D example ? I can't find it in the sample scenes folder ? Thanks.
This works for external shader, but I'm having the same issues with the Standard shader. You can't add the standard shader because it's not...
Any update on support for new iPad Pro (LIDAR) and ARKit 3.5 ? Also , there was a mention about making a better example that handles depth and...
Hi guys, We are looking to hire a Unity developer with FinalIK and PuppetMaster experience and Pärtel recommended that I'll post it in this...
We asked the users and they all confirmed that it's not a VPN, Anti-virus or Firewall issue. I wonder if the app launches with no graphics since I...
We've released a game on steam and while 95% seems to have no issues, we are getting some reports that the app launch and quits right away. The...
Got the same issue on Win (32 and 64) so I'm not sure they are related. We have multiple users with 64 bit machines that are complaining on the...
Is it possible to access Depth information from ARFrame ? https://developer.apple.com/documentation/arkit/arframe
Great. thanks. The iPhone X uses depth camera right? is there a way to get depth information per pixel of the image / video ?
Can we use the api to upload other files like .wav or .txt ? Thanks
Are the blendshapes KeyPairValues that we are getting from the device ( anchorData.blendShapes) sorted in the same order? eyeBlink_R, eyeWide_R,...
We are using Helios to render 360 stereo videos and it looks like the video rotation is always in world space, no matter how we orient the camera....
There are 2 or 3 other threads with the exact same question. So I may as well add myself to this one too. The short answer is that currently there...
I second that. It's how it worked before and it was awesome!