Well, I am stumped.I decided to update a project from 2022.3 to unity 6.
I have a simple Scene with 4 walls and windows, 4 lights (all baked) and
a couple of VERY simple animations. I am using:* the mobile settings for
urp* Occlusion* All textures ar...
Hi All.I am creating a simple interaction where the user uses a brush
and pan to sweep up some rubbish. I say simple but i'm not quite getting
the interaction to work. I have the pan and brush working ok using
Oculus HandGrabInteractable and managed ...
using: Unity 2022.3 and Meta XR 66.0.0Can't seem to edit fingers for a
hand grab intractable on the Mac anymore. Does anyone have a solution?I
have also posted the question over on unity forum. No reply so far.
Hi All.I am playing with passthrough and the Virtual Furniture Scene. I
can get it to work fine. Now I want to replace the standard furniture
items with something else (a rock for instance). This is so that I can
build a scene that uses the objects i...
Hi All.I can create single hand poses (such as thumb up / fist etc) and
now want to create a two handed pose - so for example - Left / Right
hands open and Palms Up.I can't find any reference to this type of pose
anywhere and can't figure out how to ...
I've had a quick test and can't figure it out either sorry.I found this
which you've probably seen
already:https://developers.meta.com/horizon/blog/distance-grab-sample-now-available-in-oculus-unity-sample-framework/?locale=pt_BRIt
mentions walls in ...
What version of Unity are you using?What version of the meta SDK are you
using?Did you use the Unity VR template or the URP template?Did you
follow the basic instructions on the meta developer site to build and
test a simple vr app to get it running?...
Now then, i've carried on setting up my second scene which is a bit
bigger (it's a classroom) with more game objects in (I've optimised /
occluded / baked lighting / etc!) but it seems to be dying when I have
Dynamic resolution turned on(!). If I tur...
A simple fix (I think).Dynamic Resolution in the OVR Manager was for
some reason set to 1.6 on the max instead of 1. Frustrating as I have no
idea when I did that but it would have been at least six months ago
during early development (and not lookin...