Flickering UI in one eye (5.5.0f3)
I just recently added a new world space canvas to our software with a basic panel, and it looked OK... or so I thought until I created a Win64 standalone build, and saw this: View attachment 220427...
View ArticleVR Game Partnership (Marketing + Developers)
Want to start by saying that if this message is inappropriate, I can remove it! I am a young creator looking to build a media franchise. I am very interested in marketing and my early attempts at...
View Article5.5 Single Pass Rendering? Eh??
Just upgraded from Unity 5.3 to 5.5. Tried single pass rendering and this is what I get: This is useless. What am I missing? Somebody have a link handy on how this is supposed to be done? All I did was...
View Article[Unity Asset] Mobile VR Interaction Pack
This pack contains a Gaze Input Module that works with Unity’s Event System with custom options such as Interaction Distance, Show Outline, and Click via Gaze. Additionally, the pack allows the player...
View ArticleInputTracking.Recenter() and vertical "centering"
So, basically what I'm looking after is this: In my application the user can take any position he wants. In fact, quite often he might be lieing in his bed. My scene is set up so that the camera is...
View ArticleOculus water reflection jittering problem.
Hey guys. I'm a Unity newbie trying to make a scene. I'm stuck on this visual problem and can't seem to find any solutions how to fix it so far. Here's a video: I'm on GTX 1060 6GB, 16GB RAM, i5 4590,...
View ArticleEvery Graphics.Blit causes RenderTexture.ResolveAA if MSAA enabled which is...
HTC Vive, Unity 5.4.4f1, Single Pass Stereo. Because the amount of pixels need to render is huge, post processing is heavy on performance already. Now each Graphics.Blit requires an extra 0.14ms with...
View ArticleLinux build for OVR oculus: namespace does not exist
Iam building my project from commandline: Code (CSharp): "C:\Program Files\Unity\Editor\Unity.exe" -batchmode -quit -buildLinux64Player ../bin/Linux64_program -logFile winBuild.log EDIT: The same...
View ArticleVideo Player EmissionMap Problem
Hi, I'm essentially developing a VR Cinema (Much like the ones already available on the app stores) and I can't get emissions to work from the video. I have a Video Player component on a quad, and a...
View ArticleUnity Force regular, flat-screen startup on VR Enabled Build
We are trying to support our game both in the VR and in regular monitor space. The game can run in either mode, and I've seen threads discussing how to switch between the two modes in game. My question...
View ArticleVR and Single-Pass Stereo Rendering-friendly water?
Morning all! Thanks in advance for any help. I'm just wondering if anyone can suggest a water asset - free or paid - that can handle single-pass stereo rendering and (Vive) VR? Most of them seem to...
View ArticleStereoscopic Panoramas with Google VR SDK
In an earlier version of the SDK, I was able to put two skyspheres around the player and mask one for the left eye and one for the right eye. With the newest SDK, it still looks correct in the Editor,...
View ArticleUnity3D 5.5 on SteamVR, Water reflection incorrect, need help!!!
hello, I just upgrade to Unity5.5, and import Unity Assets, Unity VR samples and SteamVR plugins. The unity water with Unity VR demo, I find the water reflection was incorrect. View attachment 211521...
View ArticleVR view switcher
Im looking to achieve something and need some advice on what avenues to research. What I would like to accomplish is having an app on a device that can control the view of localhost VR headsets. So...
View ArticleAnti-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...
View ArticleA few questions about frame rate
I'm using VRTK/SteamVR and a Vive with a 1070 card. Working on stuff for a few months now, but just purchased some cool buildings from the asset store and turned on the frame rate in the HMD. It seems...
View ArticleVR Desktop Mirror asset - x Windows and HTC Vive
This asset allow viewing and interacting with Windows Desktop (mainly Unity Editor) within VR. Useful for example for tuning variables in inspector without need to leave the VR headset. All...
View Articlehow to add steam vr (vive) to FPS unity 5.4
How to add that freaky steam VR to my Unity standard FPS controler? Iam adding a script Steam VR_Camera to FirstPersonCharacter, I click expand I get View attachment 188953 but when I use vive the...
View ArticleVive Controller not showing up anymore, tried everything, need help
So I got into Unity VR (Vive) yesterday and played around a little, watched some tutorials and everything worked more than perfectly. Suddenly today the Controller (left) doesn't show up anymore....
View ArticleWhy Unity Extends frame time for nothing and then I have spikes?
View attachment 220618 There unity extend frame time by 4 ms and then after few same unity doing I have spike. All this profiling is from the same point of view nothing happens in game but Unity thinks...
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