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Thanks. That could work as well, but I think I'll just stick with the implementation I have. It does what I want and serves it's purpose of...
Thanks for the reply. I understood that the results were not wrong and that's how vision works in real life. I soon worked out the same solution...
If you take a look at this video or image below you will see that the player has a visible helmet. I would like to know how I could achieve a...
Unity's terrain system is not very optimal. I would recommend using a mesh terrain instead.
Awesome. Thanks for the help!
I am using the following input module that i got from here to used uGUI for the GearVR. // Gaze Input Module by Peter Koch <peterept@gmail.com>...
I am working on making a multiplayer game for android, but I can't get my phone to connect to the host running in the editor. I want to use direct...
Also this issue only happens when VR Mode is enabled. If I disable it after I tap the screen a lot it will just go to 60fps, but when then enable...
Ran logcat. I did not see any errors.
My Unity version is 5.1.1f1, I have the newest version of Cardboard SDK, and My phone version is 4.4.4 if thats what you mean by android version....
I am using the official Google Cardboard SDK and using the demo scene. When I run it on my phone I start out with around 30fps. Everything runs...
Awesome! Thanks again.
This is exactly what I was looking for! Thank you
Do you have more than one instance of the coin? What does the error message say?
Using an object pool would be more optimal but you can use Renderer.isVisible to do what you want to do now.
I'm having the same problem as these guys. Basically, when I tile a lot on a large object(Terrain or mesh) the larger the object and the more I...