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Hey guys, I wanted to help here as I have been struggling with this AA issue on Quest (1-2-3) for years now. I did a lot of searches and tests....
I just did some extra testing (Unity 2022 LTS with URP) on different settings of MSAA and also TAA as suggested. MSAA 4x is definitely the best...
Hey guys and @EdBlais , I just did try on a brand new Unity 2022.3.14 project and still giving issue. Any news on a correction for this ? Or is it...
Thank you for your answer. Still complicated for me to understand what size the box should be in this case (corridor between 2 cabinets with a...
Hey @EdBlais , if I remove the package, then delete the library folder and reopen my project, then re-install package, is this a guarantee that...
Looks like the size of the projection box has an influence, so adjusting it cold provide better results. But I don't understand why...
Hey everyone, I have a VR scene on Android build which uses reflection probes with box projection option. See image of a corridor with cabinets...
Hello @EdBlais , I have tried as you indicated but I still get the same issue. Are there some temp files to delete aside from just deinstalling...
Hello, anyone can tell me how to submit a bug report to unity team ? Thank you
Hey guys, I experienced a strange behavior using XR Simple Interactable (toolkit V2.5.2) : I have an XR Ray Interactor set tup as straightline...
Ok I'll do that. Can you pinpoint where to look in the logcat ? (as there is a lot of info being generated).
Hey @nalex66 , I read this forum thread carefully as I had also issues with Quest 3 android build with very bad performance (migrating projects...
Again, using a Windows project/build, the range parameter is taken into account correctly with a difference in calculted light when changing it....
Dear, I did a new trial in unity 2022 LTS and found some interesting results. See the simple scene here with only an area light, with intensity 2...
Hey guys, I am trying to set refresh rate on Quest 3 using that command : Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(newRate) But on...
What I can still say is that if you just disable the XR Ray Interactor Visual component, the reticle is still present in the scene. That lloks...
Sorry guys, my apologies. This works now. For the ones willing to know, I use this : teleportRayInteractorVisualRight =...
Hey guys, I have implemented teleportation with teleport beam only shown when pressing the controller button. The reticle set in XRRayInteractor...
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stupid question, but I can't figure out how to change the render scale in my project using the build in pipeline... Can someone help on this ?