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We're working on a VR game/simulation that depends heavily on custom shaders, and the visual artist implements the references in Unreal. The job...
I... think so, but I can't remember exactly what stuck. I did switch to using https://developer.android.com/studio/command-line/apksigner for...
Hi! I bought this asset to try and make it easier to convert some stuff that was built in Unreal... Do you mind explaining how UV, Depth, and...
Consider something like this, where there's a texture and I want to pass the RGB to a lerp over Vector3: [ATTACH] To be on the safe side I add...
Yeah, in this screenshot, `ActionHandler.OnHoverEnter` logs... but nadda
nm I guess I was doing something wrong before, works fine now
Hard-coded workarounds aside, isn't it a bug that the `onHover` event isn't firing - or am I completely misunderstanding what this event does?
Nope, not yet... :\
great, thanks :)
Hmm when I tried just parenting it that didn't work. Maybe I had something wonky going on, will try again - thanks.
Another question... is there a tutorial video about how to make like an avatar for the hand/controller in the new system? In other words place a...
Hmmm maybe, but I think I actually _want_ to cache the current state via hover events. When I try to add functions to invoke on hover though,...
Also - how would I differentiate between "fired into the air" and "selected UI menu"... do I need to cache some state somewhere when the UI is...
Also, is the way to detect a generic trigger press (e.g. to fire a projectile) the code sample at...
Thanks. Is the upcoming support for this flow related to the new Input System, or it's totally a separate thing?
What is the workflow for single controller when developing on Rift (or Quest w/ Link) but deploying to Go? e.g. do I just pick a hand (like...
whoa... this is so weird on a couple levels: 1. at the time I wrote the original post (2017) I was working on a startup idea that was then...
@BrainSlugs83 Suggestion: start with a new, empty project and follow the steps at [MEDIA] Then remember to set the Oculus Loader Plugin for...
@carsonherrick did you ever figure it out? @Ostwind - imho it's relevant since the issue is really about controlling the signing scheme, whatever...
okay - so I started a new fresh project and brought in just the XR stuff including the XR Interaction Toolkit. It works :) Tip to anyone else...