MR-to-VR transition
Hi there, I have a simple question for anyone who can answer it. Are there examples of apps that are live right now that transition from Mixed Reality to Virtual Reality? Is this something that is permitted within the bounds of the current Unity All-In-One SDK? I have a client who wants to make a critical narrative moment out of starting an experience with a few objects in Mixed Reality, inviting you over to a certain vantage point outside of where you're currently standing but near you, and then switching to fully-immersive VR once you enter the trigger point. Is this something that someone has done before? Is there a way to toggle between the passthrough of Mixed Reality functionality and a fully-rendered environment like the old days? Alternatively, has anyone faked this before by e.g. messing with the passthrough visiblity in scripting and then throwing up a skybox or something similar? I'm just starting the initial R&D phase of this project and am just getting started with the Presence Platform but I have been doing both Unity and Unreal-based Oculus development since the early days. Just trying to reach out to the community early on to get some insight into precedent as I start to dig into the SDK myself. Thanks!Solved2.7KViews0likes3CommentsHow to achieve texture and model quality equal to oculus workroom
I am working on a hospital room, which has all required equipments. There are a lot of jagged edges that are easily viewable. When i tried workroom in oculus, the texture quality and the model quality of the room is excellent. I would like to know that if ther is any specific settings w.r.t model or texture or material or project is needed to achieve this type of quality.706Views1like0CommentsVirtual Glasses
If all glasses do is warp the way that light hits our eyes to make our vision clearer, then do you think it would be possible to code a VR headset to take a glasses prescription and change the way it presents images to mimic the glasses and clear their vision in the virtual space? That we have glasses prescriptions means that we know how those measurements effect our vision, so why can't we program the headset to make those changes to how it presents images to us? If you combine that with eye tracking and foveated rendering, then it doesn't seem like it should be impossible.541Views0likes0CommentsCan Anyone Recommend a Multiplayer Hosting Service for the Quest?
I want to create a multiplayer app for the Quest, either in Unity or Unreal Engine, and don't expect that more than around 20 users would participate at any one time. I've created an app with Unity and Photon (PUN 2) but have had problems accomplishing some of my goals (per my other forum discussions re inverse kinetics and background music syncing). Can anyone suggest an alternative to PUN 2, preferably one that would not be too expensive? Does Oculus have such a service? Thanks for your assistance.784Views0likes1CommentDevelopment from within Quest, Scene Creation - noob question
Hi, sorry that this is a noob question. I haven't had luck finding a response previously noted because I'm not really sure what to search for. I want to know if there's a way to build Unity scenes using a Quest. So, physically manipulate objects, etc., in the scene from within Unity without having to use a keyboard and mouse. Thanks!451Views0likes0CommentsWhat's the best way to achieve antialiasing in VR (Oculus Rift S and Quest)
Hi All, I'm currently building a VR application for the Quest and Rift S in Unity V. 2018.3.6f1 and Oculus Integration version 1.39. However, I am having a hard time getting rid of jagged edges in my scene, especially with UI elements. I have already tried: 1. Increasing the antialiasing settings in Project Settings / Quality / Rendering / Antialiasing. Antialiasing is currently set to 8X multi-sampling. 2. Adding an antialiasing effect via Unity's postprocessing stack. 3. In the UI's canvas scaler, setting the Dynamic Pixels Per Unit to a high number. Do you have any other advice for achieving antialiasing in VR? My understanding is that the Unity Light Weight Render Pipeline can be good for rendering mobile VR games, such as for the Quest. Would switching to the LWRP at this point help solve this antialiasing issue? (I don't think they are connected but I figure it is worth asking.)1KViews0likes0Comments