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In the HandsDemoScene all InteractionAffordance gameobjects have a broken reference to the XRInteractableAffordanceStateProvider script. The scene...
A nice added feature would be a local package repository for managing my own packages as well as the ones I've acquired. It makes more sense to...
Error: 'SgtShadowLayer' does not contain a definition for 'Material' Material is defined in SgtShadowLayer as; [System.NonSerialized] private...
Would like to have the ability to organize projects into folders. I create many proof-of-concepts and projects for assets I purchased so the...
I suspect that the object is not in the Area so you can't teleport to it. And you wouldn't want to teleport onto the coin. You want to teleport...
In my case there is no collider on the reticle but it doesn't seem to like the surface to be at Y=0. Lifting it a little to Y=0.01 was enough to...
Was able to resolve this by switching from Vive OpenXR to Vive Wave. Not a simple change as a number of other issues had to be resolved for wave...
First time I press play the controllers are tracked fine. If I stop the game, then press play again, the controllers lose their position and...
I only get the above error every second time I run it so I guess that's progress. I have the controllers now rendering and "working" or accepting...
Little more detail; getting this error: Expected control 'devicePose' to be of type 'PoseControl' but is of type 'PoseControl' instead! This was...
I have added the Vive Packages to the project and enabled VIVE XR Support under open XR. In SteamVR i have the focus 3 controllers setup. When I...
I get a, "Layout update is struggling to process current layout (consider simplifying to avoid recursive layout)" error when trying this. Changing...
I don't have the option to upgrade it for some reason, probably because it's added as a dependency for netcode.
All my packages are up-to-date. Unity Transport is using an older version of collections 1.2.4 while I am on 2.1.0 so that is likely where the...
Looks like a bug in: Library\PackageCache\com.unity.transport@1.3.0\Runtime\IPCManager.cs Compiler Error: Non-invocable member...
If it is possible I'm not aware of how to do it. Nothing on the subscene component. Still, that wouldn't be enough. I could have other worlds;...
Update: this is a netcode/baking problem. After removing netcode the baker only bakes one entity for the default world. I don't know if this is a...
Has anyone replaced the EDY IK model with a Synty character? I tried it and had problems with the mesh. It wouldn't move, seemed locked at the...
All my bakers run three times on start, one for each primary world it seems as I end up with a baked entity in each world; default, client and...
That works but seems a bit of a hack. Now my bootstrapper has a dependency on netcode. Hopefully this will be changed. Thanks