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Not sure if this was mentioned but its pretty easy to set the Shadowmap resolution via reflection to get higher values. I'm using 16.384 even on a...
Edit: Just figured out this is retrievable by the AdditionalLightData. Be aware though that a GetComponent call will fail on this if shadows are...
Great but how exactly? New Unity version or OpenXR package update?
Upgraded to 2022.3.20f1 and OpenXR 1.10.0 and this is still a problem. Any news on when this will be fixed? I thought it was being addressed in...
Personally Decals work for me on Single-Pass but not on multi-pass at all
Because that's when its being destroyed. In your script you are simply deactivating it. The two aren't the same. Generally you just want to...
Same bug here with 2022.3.16f1
Odd, I get this same error. DX11 / 2022.3.16f but it never prevents me doing a build. VR view seems fine.
I'd also like an update / ETA on this. Have a pretty large VR title launching soon and feels wrong that I have to use a hacky workaround in a LTS...
Something between the two I suspect. I literally just updated a project today and had this go from working to non-working (using Hurricane VR,...
Same, just updated to 2022.3.14f1. This wasn't a bug in 2022.3.6, so I think the bug must be on Unity's side rather than in the OpenXR package (as...
The code works but switching from Single Pass to Multi Pass just makes the screen go blank. Is there something else that needs resetting?
Looks very similar to when you set the video player to "Camera_Far" rendering but only shown on the material.
Update on this... the video is definitely playing its just very small. When you are close you can see that when you move your head to the right,...
Much like my other report about the RenderTexture, this is an issue that only occurs when I do a build on 2022.3.6f1. its absolutely fine with the...
Having an issue with a game that was recently upgraded from 2021.3.17 to 2022.3.6f1. I have a second camera which is dynamically given a...
I found this as Umbra occlusion is just not working for me. My question is regarding the Perfect Culling volume. My game already has Occlusion...
Pretty simple: HDAdditionalCameraData mainCameraData; mainCameraData = mainCamera.GetComponent<HDAdditionalCameraData>(); (where mainCamera is a...
I have a camera in a scene that has a specific position and rotation. When I switch the user to that camera, I want the position / rotation of...
I second this question, a clarification would be much appreciated especially with the importance of DFR on PSVR2