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Hey @ibompuis, This can be achieved with ITK but requires some manual work, as the gravity is a custom implementation and it won't behave like...
Newest update to ITK is pending review! The asset is also 30% off until the 1st of November.
[ATTACH] x2 ':roots' come up as selectors, this is likely due to personal/pro licenses having different default styles. My USS looks like this:...
Interesting, the rest of the USS is working. Does the :root need to be at the top of the USS script?
tried following the documentation and tried this: :root { -unity-background-color: rgb(255, 255, 255); } and :root { background-color:...
Another very short survey: https://forms.gle/nfhzHBcATHpgkE3z7 Just gathering insight on what everyone is 'truly' wanting out of the pack in the...
Final IK Integration tutorial coming soon! Video of it in action here: https://www.loom.com/share/01581892e2ba41fd9064ac609cee30fc
So I'm talking about unitys built-in CharacterController component, you simply need to set the center variable on the component to equal the local...
That's ok! I'm happy to answer simple questions if you need :)
You can take this further and set the height of the character controller to the distance between your head and the playspace, that way you have a...
This is easy to mimic in unity by using the default character controller, and overriding the 'center' to equal your heads local X and Z position.
We support this locomotion also (demo here). It supports 2 handed rotate, scale and pull. and also single-handed pull.
Glad to hear you found a solution! if you are looking for a more compatible implementation (one that works with all VR Headsets), check out this...
Hey! Point and click movement with the GO will be supported in our asset very very soon (link here). Otherwise, feel free to check our website, we...
Not a worry at all :)
parentTransform.RotateAround(new Vector3(HeadTransform.position.x, 0, HeadTransform.position.z), Vector3.up, 45.0f);
You can rotate the parent around the head's position, that way you don't rotate around the playspace center, but instead around the head center :)
Currently unity Standalone VR does not return the correct value for XRDevice.model. Both the Rift S and the Rift CV1 return "Oculus Rift CV1"....
Hey, we have successfully side-loaded an ITK scene onto the quest, however unity standalone VR Support does not yet include quest (Simply put, our...
Thanks for bringing that up. That was a placeholder link that we completely overlooked, I will get a demo build up soon and post it in our...