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Waitasec, I was under the impression that with Quest 2 and Quest Pro, there are no depth sensors and you can't obtain the raw camera feed, so you...
Ideally, everyone should benefit if it works both in single and multi-pass, but for the time being, the project I am working on is in multi-pass...
I later found out that the asymmetric FOV rendering feature is indeed the cause, as it is specifically mentioned in Oculus documentation that some...
Regarding the incorrect stereo fusion issue, I think I found the cause for it: Unity 2017.4.11f1 (and also Unity 2018.1.b5) introduces asymmetric...
I have another question: this solution seems to work by rendering reflections twice, once for each eye, which may be computationally expensive. In...
After making the previous post, I made the plunge and purchased AQUAS. However, as I feared, VR reflections are not stereo correct on Unity...
Hi, I am looking for water shaders that can do correct reflection in Android mobile VR (Oculus Go), on Unity 2017.4.11f1 and later. I have access...
Hi RM, I have just purchased the PBR Mirror Shaders package and am testing it out on several versions of Unity. I came upon this asset as I needed...
I second this. Searching for the affected function names (eg. SetRoomDistancesIOS) do seem to bring up occurrences of them in files like...
This is awesome. Do you mind if I translate this into Japanese for my fellow Japanese devs to read?