No static meshes when matching VR scene axis to real world
Hi guys, Recently I was asking on Unity VR forum how to align consistently the VR scene to the real space area. The only interesting feed I had to read was about a trick who consists in having an empty gameobject beeing parent of all the objects in the scene to move and rotate the whole scene accordingly with the real world. Fine, so I spent the entire last week to implement a passthrough opening scene with custom UI tools allowing the placement of 2 spatial anchors in the play area, then saved them to the local space. Everything works fine, except I can't use static objects anymore in any of my scenes. So the game can't be optimized for a smooth runtime experience. Since I guess that many developers have had these wonderings too, PLEASE someone who did it as it should be, let me know how to get out of this mess so I can spend time on the game content itself instead of the backyard of that technolgy 😵643Views0likes0CommentsRegular Play area not found / reset
I'm doing VR dev work and my setup has been roughly fine for about a year. Recently something with the Oculus app has changed on my desktop where I seem to have to reset the floor and play area a few times a day. I generally set it to ignore the play area because I'm sitting in one spot and opt for not drawing the boundary every time.701Views0likes0Comments