I understand accessing the camera image is not possible for privacy
reasons (though seems that should be up to the user to decide in
settings), but having a feature where you can pass a color (for example
green) and a closeness % (and maybe smoothnes...
Is there any way in the SDK to connect directly to these controllers
from the PC? It would be great to be able to use them as stand-alone
controllers for use with other headsets such as the Big Screen headset.
Surely an Open VR (or something) driver ...
This might be asking too much. I got shadow working on a transparent
surface using a custom shader. But I also need it to BLOCK shadow coming
THROUGH so it doesn't appear on the surface behind. Can I have my cake
AND eat it?This is for an AR Passthro...
I'm trying to get shadow cast against the passthrough image. I have a
transparent shadow shader (attached to an invisible floor plane) that
works fine against a UI Canvas/Image in 'Screen Space - Camera' (see
screenshot). When I remove that UI image ...
It seems when I move using the joystick the player Y position on the
terrain changes as the terrain changes, but when I walk in room space
the player Y does not change. Is there a setting to honor the Y based on
both the virtual terrain AND the room ...
Hi, I'm just looking into starting some AR development for the Oculus
platform. Is this an old
link...https://docs.unity3d.com/Packages/com.unity.xr.meta-openxr@1.0/manual/index.htmlOr
is the Meta OpenXR implementation missing all these features that...
I got this working and I keep replying with my shader code, but my reply
keeps getting wiped out. I don't know why. Anyway, thank you for the
pointers, it helped a lot. I had to modify the 'Blend' to get it to
work.
I finally got it to work. I had to change the Blend mode and the color
output from frag() to get it to work. The original shader I pinched
was... Shader "URP AR Shadow Receiver" { Properties { _ShadowColor
("Shadow Color", Color) = (0.35,0.4,0.45,1.0...
Actually, I think the shader I'm using may already be doing this...
color = lerp(half4(1,1,1,1), _ShadowColor, (1.0 - shadowAttenutation) *
_ShadowColor.a); Which would make sense since it works in the 'run'
window. But it still doesn't work in the h...