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Unity + SteamVR doesn't always connect

Hey, I've built an application and recently came across an issue with OpenVR/SteamVR in Unity. Whenever I start the game built for OpenVR, SteamVR pops up and connects to the headset and game....

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Testing VR APK on Samsung Gear

I have created a VR app using Unity. I have been able to get it to test on the Samsung Gear. My project has six scenes. I have a problem though. When I test it, sometimes in the middle of the game the...

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On native Unity VR support: Camera vs. Controllers

While implementing support for motion controller VR (Vive, Oculus+Touch) I noticed a discrepancy in implementation that seems rather weird to me, and that I'd like to discuss. When enabling VR support...

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DllNotFoundException: openvr_api

Hey everyone, I'm having an issue in my builds that is making them completely useless. I've searched everywhere and I can't seem to find any information on it. It makes it so the HMD displays nothing...

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Google VR SDK 1.10 + Unity 5.5 broken?

I've made small apps with VR SDK 1 & Unity 5.4 I've just update both to 1.10 & 5.5f3... they just don't work without bugs anymore Any info? Have you guys found a better combo? I don't want to...

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Why are we not seeing more AR apps made in Unity?

Hey Guys, Wanted to know from all the developers on why we are not seeing great markerless AR apps and games made with Unity? Is lack of a really powerful SDK the main reason? Or are there others? I...

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How can I tell if Steam Controller is pointing down?

Hi, New to Unity and VR development, I am struggling to work out how to find out how the controller is pointing down (I want to mimic the reload type of Arizona Sunshine). I have looked at the...

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Not seeing controllers in VR

Hi, Total newbie here. When I make a scene using the SteamVR Plugin I can't see the controllers when in the headset. Have tried the example scripts still nothing. Any ideas? Thanks

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Anti-Aliasing + Deferred Rendering

Try as I might, I'm unable to get any form of AA working in VR using deferred rendering. Any posts I've seen regarding AA simply tell me to use forward rendering and MSAA. I've tried Unity's built-in...

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Gizmos in Vive HMD?

Hi, Am I supposed to be able to view the gizmos in the HMD? I see them in the scene and game views but not in the headset and I don't see any way of enabling them. Am I missing something or are gizmos...

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How to access target texture for rendering from native world?

I wanna render VR from a native plugin. Is this possible? So, far, what I have is this: void OnRenderObject() { GL.IssuePluginEvent(getRenderCallback(), 1);​}​ This is calling my native plugin and...

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Tutorial: Live Ricoh Theta S Dual Fish Eye for SteamVR in Unity

From @zimmermegan on the RICOH THETA Official Guide: "I've been working on a system for robotic control using the HTC Vive for a few months now. Part of this system involved live streaming 360 feed...

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Daydream - GVRController doesn't work with scrollRect UI by default

I am working on a Daydream App which has several paged-snapped and simple scrollable scroll rects in world space canvas. GVRController works pretty well with button clicks but when it comes to...

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Camera field of view changes in the editor after Play Mode (Oculus)

Every time after exiting Play Mode (VR enabled, Rift connected), the field of view of the camera is set to 0.7 in the Editor, which is quite annoying as you can't see anything. When I press Play mode,...

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Underwater panorama capture problems ! Need Help

Hi Guys, I want to capture underwater scene using any of the available plugins for water and 360 capture. Has anybody successfully tried this before? I am using 'Aquas' for water and 'Helios' for 360...

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Enabling VR at runtime?? please help

Hi All So I want to publish a desktop application that is Vr enabled but that DOES NOT start up in VR. It should start as a regular application and changing to VR is an option available to users via...

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GVReticle warning

Hi! im getting a warning when i try to build a project for android using GoogleVR like this "Assets/GoogleVR/Scripts/UI/GvrReticle.cs(68,25): warning CS0252: Possible unintended reference comparison....

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Support for both: Vive and Oculus

Hi Is there a way to add support for both on the same game? The plugins and scripts seems incompatible so you can't have one game supporting both VR systems, or so that seems. Anyone managed to achieve...

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Camera.Render / VR Reflection one frame behind (how to fix?)

How do I render a Reflection per eye in Unity / Oculus so its not one frame behind? Right now I set up two Camera's, one for left and right eyes (in the "Target Eye" dropdown). Then I have two more...

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Building a stand alone exe with Google Cardboard

I have a Unity project that contains the Google VR SDK. When I press play, everything works as it should, as well as the Oculus Rift head set displaying the correct images. When I try to build and run,...

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