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Hmmm! That could work! Thanks very much for the idea of using a Render Texture as a kind of buffer!
Hmmm… That makes sense about info within the data within the fragments on the GPU being immediately forgotten. And with most cases I can see that...
I'm working on a thing where I'd need a shader to modify a variable every time it is called: acting on the float it had stored in the previous...
I just now had this problem with a pair of new test scenes w/ Unity 2020.3.30f1. I'm not 100% certain this isn't "voodoo computing" but my...
I could build a new scene without the property things in it and .7z the whole thing to you, but I've spent the last little while exploring a...
Basically, in the OnSampleBuffer callback, I’m sending its data directly to be pitch-tracked, and also filling the end of my circular buffer for...
Hey @Lanre, I’ve not been able to overcome my next stumbling-block with NatDevice and I’m hoping you can help me. On Oculus Quest (1), after...
Awww, geez... I can’t believe I missed that! I’m sorry for being such a dolt sometimes! Followed that and it worked like a charm!...
When I follow the procedure listed in the documentation, I get the following error in VS: For each statement cannot operate on variables of type...
Thanks @Lanre ! Sorry for the late reply here too — the weekend and all. :) Thanks for your reply email! I’ll answer here so others may also...
Hey everyone, I’ve only _just_ started poking around with NatDevice’s NatMic, though I’ve had my eye on it for a long time, (thank you Black...
Kou-Yeung, thank you!!!! Your code was an absolute godsend for a crazy little free project I’m working on!!!! I dropped it in just as the README...
Though it works fine when pressing Play in the Editor, the following line of code cause the built executable to crash-exit: Vector2 tempVect2 =...
Thanks for the info, and for helping to find a workaround!
No worries, Jim! I'm glad my own poking-about-blindly was able to help you too! Thanks for lettin' me know that this fix-in-progress worked for...
I’ve got a standard 3D Application in development and have just begun an Oculus branch of the project. However, I’ve noticed some serious...