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Using unity 2021.3.35 with the latest Mata API, but I've had the same issues with previous versions of both. I'm changing if passthrough is...
Can't find this anywhere. I just need to know which controller is being used so I can adjust my tutorial accordingly.
UPDATE If I delete the 3 SteamVR folders from assets and load the project, then uninstall and reinstall OpenVR, then reinstall the SteamVR...
I'm trying to use the SteamVR render models to display the controllers in game (whichever controllers you are using). This works fine in the...
I'll look into NormCore. Seems more reasonably priced than Photon. Is there anything that will let me use a listen server at first, and change...
Sorry to ask this here. I'm sure this must have been asked a lot of times but I've just spent a few hours searching and can't find any up to date,...
This is still an issue. I'm using Unity 2020.3. Can anyone help? Is there a way to refresh tracking when coming out of the oculus menu?
Thanks that worked. For anyone as lost as me, you can do these in code with Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(refreshRate);...
I'm using a XR rig with the oculus plugin. Everything works fine until I push the home button. There's still tracking in the oculus menu, but when...
The only way I can see to change things like refresh rate and fixed foveated rendering on Quest is using OVRManager. I've just changed to using an...
I have a rigidbody that my VR camera rig is attached to. To move the player I add force to the rigidbody. For this to be smooth I have to set...
Anyone? Is this a bug? Any help will be appreciated.
I can start the game with no pads connected, and plug in a pad, it works fine. But if a pad is disconnected while the game is running, then...
It does work. There are extra steps. See here. https://github.com/MadGoat-Studio/MadGoat-SSAA-Resolution-Scale/wiki/5.-Getting-Started I had to...
Assuming the pivot is in the centre, you could do something like this: SpriteRenderer sRenderer = GetComponent<SpriteRenderer>(); float...
I first noticed the problem in 2019.4.5f1. I've just upgraded to 2019.4.8f1 and it's still the same. I'm building to PC.
Is it really necessary for the SSAA camera to copy the tag from the normal camera? I end up with 2 cameras tagged with 'MainCamera' which messes...
I use a few layer masks in my game, and up until now have been working fine. I've been playing around with lighting and post processing recently...
Is there any way to get this to work with the 2D renderer? I don't seem to be able to add the render feature to it.
That sucks. I guess I would have to do a version of that for the new 2D renderers shaders, and I don't have a clue about shaders. I'm running into...