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ASW would be one of those features for sure.
I just started getting this with 1.4.4. Only on one computer.
As of now it's happened on several entirely different computers, on brand new projects using the steps I listed. It would seem that there's...
Updated to 1.5.0 by updating Unity from 2022.2.2f1 to 2022.2.8f1. Can no longer view .inputactions files along with the following errors:...
@LianneUnityXR I'm developing for Oculus. Oculus and Steam are both installed. I know that alters the feature groups available in the OpenXR...
@LianneUnityXR The OpenXRPackageSettings occur regardless of the platform selected.
@LianneUnityXR I wish I could. This occurs for me on Mac OS X and Windows 10 as well as for other members of my team. We are using VS Code as the...
Same thing on Windows 10, by the way. I'd upgrade to Windows 11, but one of my team members has Windows 11 and is getting other issues from an...
any updates on this?
here's the test project where I was able to reproduce it. thanks!
Okay, important clarification: there is no OpenXR 1.6.0—what I meant was the OpenXR Unity plugin (com.unity.xr.openxr)
Hello, thanks for your reply! I have this already. The error is not a general compilation error. It only shows up while trying to build. The...
I was building and running to PC and Quest 2 on version 2022.2.1f1. After updating to 2022.2.2f1, I'm now getting the following errors only when...
I've been on 2022.1.10f1 for a while because of this bug as well. I'm pretty sure 2022.1.11f1 and up was when I started seeing it.
I am currently running Unity 2022.1.10f1 and building successfully to Android (Quest/Quest 2) using Vulkan. When upgrading to 13f1 or 16f1 (I...
We presently have the OpenXR plugin enabled, not the Oculus one (can't have both at the same time). I get the following exception when trying to...
That did the trick for now! Thanks!!
Hello. When I run in play mode inside Unity, impostors are working great. When I build and deploy to Quest 2, they simply don't render. I am...
Update: I added a delay, with a bit of success. i.e.: public void OnEnable() { StartCoroutine(DoInit()); } private IEnumerator DoInit() {...
Calling WaitForCompletion() will block indefinitely only on and after the second run of an android build. I can't tell if this is a known issue?...