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Same problem here.
With Unity version 2023.1.0f1, I have the following error: Assets\Impostors\Runtime\URP\UpdateImpostorsTexturesFeature.cs(38,17): error CS0619:...
Thanks for the solve!
I have this error with Oculus Quest 2 - Link/Airlink and Windows Build. All drivers (intel and Nvidia are updated). Unity 2022.2.7f1 / 2022.2.6f1...
Same problem here with Oculus Quest 2 - Link/Airlink and Windows Build. All drivers (intel and Nvidia are updated). Unity 2022.2.6f1 Any help?
Same problem, any news?
Considering the post was born in 2020... As always the unity team is extremely responsive. What should we do with technologies like nanite etc,...
News for out of beta?
Staying with the .20 is no solution. Considering that it is from 21f1 that they have added support for oculus quest pro ... Really speechless, and...
It's not remotely admissible that NOBODY in Unity hasn't simply tried to create an empty URP project with the new version before publishing it for...
Obviously you are right. But it's not remotely admissible that NOBODY in Unity hasn't simply tried to create an empty URP project with the new...
Ah ... By creating a new URP project (from the unity template) this nice screen comes out already. With the exact same errors of my project. I...
With the previous version 2022.1.20f1 everything was ok, since I updated I have this error that I can't solve in any way. Does anyone know how to...
On version 2022.1.21f1 (before the update all is ok).... [ATTACH]
@Partel-Lang is it possible to insert a lerp of the values regarding vrik? I would like to add some damping in the various movements to simulate...
Locomotion weight 0 fix the problem!
@Partel-Lang I'm trying to make a VR player that uses VRIK and has only the torso, arms and hands (no legs and head). I have left the leg fields...
Same problem.
After at least 4 Unity updates it seems to me really absurd that there is still this problem. No fixes even in the last 2022.1.17f1. Unity are we...
Problem #1. The HingeJoint (the cylinder) Connected Body is the Rigidbody within the blue handle. What I'm seeing is that when the Connected Body...