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Discussion in 'Assets and Asset Store' started by ArchVizPRO, May 31, 2018.
These are the Bakery settings used in the HDRP scene.
Baking time is around 1 hour with a GTX 1070.
Hello, I'm willing to purchase one of your assets (maybe more later). But before making that decision I need to know a few things:
1- Can I build in WebGL?
2- I have Intel HD Graphics as Graphics Card (total memory = 2114 MB). Can I still see the asset clearly (in the editor/webgl/windows build) as the photos you post?
3- What is the best way to take snapshots out of the built app? Do you know a method that can make the images look like high quality images/renders.
I'm interested in using your assests. So I hope they'll look good on my current laptop!
1- Actually there are 2 scene version, Desktop/VR and Mobile (Android/Ios).
The scene can be easily converted also for WebGL, but you have to adjust texture size depending on the RAM of your device.
2- You can try to download the Windows Build from OneirosVR website. If the build runs fine, you should be able to open it in Unity without problems.
3- You can use Unity Recorder (from Package Manager) to capture high-res still images or also video.
Have you tested your asset with a standalone VR device such as Vive Focus, Oculus Go or Oculus Quest? Would it be possible to receive a downloadable demo for them? You do have an .apk file but I think it is built without VR support.
It is very impressive if it works with 60 FPS with standalone VR. But before spending 50 euros it would be good to have a demo for VR.
I just bought this awesome asset. I have some trouble that need your help. I followed the setup guide for mobile. And build and run mobile version to my device. When i navigate trough scene there are white artifact like shown in screenshot attached.
Could you help me? Tks
Never seen this issue before.
Have you try to disable image effects (if you are using them) ?
What Unity version are you using?
What is your mobile device?
Thank you !
Very good asset as usual !
Because I would like to test it on a Quest, could you share Bakery settings for VR Mobile please ?
I saw on your Instagram that you are working on it too Any ETA ?
Last point,could you explain why did you separate object mesh and their collider (into AVP6_Collision directory) ?
here an extended test with you ArchViz 6 HDRP scene.
With some Bakery optimisation proposal.
Firstly - Love your work guys!! Blown away
I was just wondering if there is a recommended 2018 or 2019 project template you recommend starting in?
After watching the HTC Vive Setup video "AVP6 Tutorial3 - HTC Vive Setup", I still don't know what you started with before you went about making it "VR compatible" with SteamVR:
Did you use a Template in Unity 2018.3 before you recorded this Video?
And, If you did use a specific template, what specific Project Settings and HDRP or LWRP profile settings did you change to get VR working smoothly? (If you are using HDRP or LWRP with VR at all?)
Now that Unity 2019.2 (Beta) officially supports HDRP and VR, have you tested this for compatibility?
Look forward to your response!
1. ArchVizPRO VOL.6 use the Standard Unity Pipeline. So you have to start using the 3D template.
2. There is also an HDRP version that you can download from Oneiros website. Just register and unlock the download with your invoice number.
3. There are still some problems for the HDRP VR version. My advice, for now, is to use the Standard Pipeline for VR. But as soon as all problems with HDRP and VR will be fixed, I will make available a new project to download.
I really appreciate you taking time out to reply. I know your time is precious.
I was looking at your completed build "AVP_Vol6_HTC VIVE_OCULUS_WMR" from your website, where UI text description appears for items that are currently close to you/you're looking/gaze at. What method you are using to display the text descriptions of the items?
I managed to do similar functionality using Raycast.
Hi i’m interested in vr. It supports vive and oculus. My questions is can i play it using the new oculus quest ? Does anyone know ?
The Asset Store version support Desktop, Desktop VR and Mobile (Android and iOS).
But you can download from Oneiros Website the Oculus Go project, that is optimized for Mobile VR.
I've bought and downloaded the HDRP package, implemented VRTK and tested with the HTC vive: 50 fps more or less, with my rtx 2018 Ti.
It works in Unity 2019.2.11f1; I had only few issues like black windows, because the surface shader was on opaque and not transparent in Shader Graph.
The main problem was that I had to bake again the lightmap with Bakery and I had huge problems with strong reflections.
Reflection probes are Baked type.
50 fps on a 2080ti seems very low. The Standard VR version runs around 90 fps on a GTX 1070. I have not yet tested the HDRP version in VR, but I think there is something not optimized and that could be improved.
About reflection try to bake only Reflection Probe again after the bake is finished. Usually baking two times resolve all issues of strong reflection.
Also if you want to test HDRP in VR, is better you use the latest Unity 2019.3 Beta that has full support for VR.
Thank you for your support!
I forgot to say, I have a model made in Rhino inside with several lights and animation...
I'll try to upgrade the project!
When I generate lighting the whole scene becomes super weird (darker and unrealistic) without changing anything and I did the full setup following your tutorial. what am I missing?
Hello ArchVIzPro developer.
I am a big fan of your work. I currently own ArchVIzPro interiors versions 4, 5 and 6 and I have learned a lot from each of them. My question is regarding the HTC VIVE video you posted. You set anti-aliasing to temporal (TXX), and it looks great. But when I do it, it looks awful (everything seems to be jittering back and forth). I can change anti-aliasing to FXAA and it looks good, but I would love to know how you were able to get TXX to work in VR. I am using your scene and I made the changes as described in your video. Possibly I missed something in your video or possible TXX has changed. I know Unity has been doing a lot of work with their post-processing. My Unity version is 2019.2.14 and I have tried this on two different high-end VR workstations.
Thank you in advance for any assistance,
Have you tested it? I have only 20-30 FPS on RTX 2080 and Intel Core i9-9900K
Yes the HDRP VR version was tested and running great with a GTX 1070.
A dedicated HDRP VR version will be available soon.
Have you used this version for the HDRP VR build? ArchVizPRO_Interior_Vol.6_HDRP_v.5.rar
TAA works ok in VR on both Standard and HDRP.
Yes, the HDRP VR started from the HDRP_v.5 on OneirosVR. Mainly you have to update both Unity and HDRP to the latest version. In this way, TAA and all post-processing works ok in VR. As I said a dedicated project will be available soon.
Hello @ArchVizPRO ,
On the Oneiros website the link for the ArchVizPRO_Interior_Vol.6_HDRP_VR_v2.rar won't work... It download a 0ko file ... How to download the VR HDRP project ?
EDIT : And for the VR build, he told me to enter a valid invoice number... But it's the right one...
I'm a big fan of your works, it's really awesome. Actually i need a help, i've been working on interior project so everything is fine but the images in vr looks too blurry and the object edges are jittering a little bit. I've done a little bit changes in post processing layer, Eventhough there is no much difference. I hope you consider this...
I am very impressed with the HDRP project so far, although I had to do some things to get it working in Unity 2019.3.3f1.
ForcedReset.cs: I had to comment out line 6 (GuiTexture is gone now)
SimpleActivatorMenu.cs: GUIText is deprecated, comments lines 10, 21 and 35
I'm noticing that there are references to two orphaned script behaviours on the Camera object. "HD Additional Camera Data" is active, but could you tell me the other two scripts I should attach?
Very minor detail: the plant in the bathroom appears to be messed up. Little particles in a vaguely plant shape. It's not a problem but it does defy physics.
Final question: is there supposed to be a way to open the garage door? This FPS controller doesn't seem to have any controls beyond WASD and jump.