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it works perfectly now ... thank you so much! :)
@guavaman ... and now i have another problem :P i noticed something today ... the project is running at 60fps, and the controls for both the...
ahhh, well that explains that! ;) at least now i know where to look ... thanks! :)
yeah, i already read that bits in the documentation ... but still have no idea how to do it with the nodes there is no "LoadMap" node ... i'm...
is there a way to change the active controller map layout via Bolt?
probably ... but also there is only really the Vive controller model in there ... nothing else of use, sadly :(
i was wondering - is there somewhere a "standardized library" of VR controller models i could use? or would i have to model all of them from...
i spent the last 5h googling, trying to find a solution (or rather - trying to find out what i broke) ... and i give up ... i just don't know...
@ckosmic so ... are you planning on replying or are we all left to figure stuff out on our own?
is there a special "procedure" to make vertex lighting work? because it sure doesn't with point lights i did apply the script to the camera ......
yup :)
well it "augments" Unity's directional light shadows, so you probably want to have it near the top of the stack, i would imagine
yeah, that's really weird ... it's been like 10 days now
when you buy the beta you get all the future updates to this asset
ooooh ... exciting news :D keep up the good work!!!
totally off-topic, but I really love the way you guys used Sonic's bloom in SR :D
upload those images to imgur or something ... those dropbox links are probably only visible to you
good luck, man :) if anyone can do it - it's you :D
I don't think that's even possible since the SSAO is, as name implies, done in screen-space ... so it's not exactly a REAL ambient occlusion