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Discussion in 'Assets and Asset Store' started by slice3d, Jul 10, 2012.
Yes, I see the exact same problem. I'm also using a Vive and upgraded to Unity 2019.2.9f1. I'm a little bummed to see that some months have passed without a fix or comment. It looks like the dev only checks in very infrequently, but the asset is still for sale, and seems to be broken in the newest versions of Unity, so I'm hoping that there is a fix.
The highlight seems to be fixed to the camera, so when you look around, the highlight moves.
The highlight issue described in the above post can be fixed by undoing the workaround described in the developer's trello post -
Hi, Is there a way to get correct highlighing when using negative scaling ?
On this image, scale.x is -1 on the left and I get full highlighting instead of an outline.
Can the shader be modified so that the case where scale is negative behave in the same way as positive scaling ?
Hi slice3d, Does the asset supports submesh highlighting? Like if a model has different materials, then can we highlight parts of the same model using this asset?
Hello @slice3d, I have a problem on Oculus Quest 1 and 2. After uploading the application to the device, everything is gray. In the editor, the highlighting works fine.
The script has been added to the center camera with the default settings, Stereo Rendering Mode : Single Pass, Unity 2019.4.9f1 LTS. Do you know this problem and have an idea to solve it ? Oculus quest is an Android device.