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Was a bug ever filed for this? I'm also facing the same issue and would love to know the status of it.
Had a quick look over the updated XR Plugin documentation. Better than it was, but still not super easy to make sense of at a glance. But by the...
Not quite the same thing, as what we need for hardware stereoscopic isn't a left-right setup, but rather an API that actually implements...
Where abouts would the SDK be so that I can implement a 'Stereo Display (non-head mounted)' plugin? as I still haven't heard anything on if Unity...
@Matt_D_work any chance you happen to have any info on the 'Stereo Display (non-head mounted)' support and if it, or some other form of...
I guess I'm the lone researcher who's curious if the 'Stereo (non-head mounted)' option will still exist in some form, or if it will be possible...
Tested, and I can confirm the fix works. Cheers for looking into it!
Awesome, thanks again!
Would this bug be the same as...
Ok cheers. That also explains some of the numbers we were seeing with other systems. Thanks for chasing this up.
I'm actually curious, what was the issue exactly? Just a simple enumeration/display modes issue?
Many many thanks, awesome news!
Cheers for looking into this. We'd love to be able to upgrade the Unity version that all our labs use. I'll keep an eye on patch notes. Also, I...
Mainly for OpenGL quad-buffer and NV-Sync support using nvidia Quadro GPUs in a large cluster (56x HD displays). We have our own low-level native...
1165399 is the bug I posted a few days ago.
I've come across a rather annoying problem in that from Unity 2018.3.6 onward (including 2019.1 and the alpha/betas), whenever I create a Windows...
I've narrowed down that this issue was introduced in Unity 2018.3.6, and still exists in 2019.1, 2019.2 and 2019.3. [ATTACH] Before 2018.3.6...
The standalone windows player crashes when using OpenGLCore API on high refresh-rate monitors (100/120/144Hz). It appears to crash when Unity is...