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Answer by mikewarren

Unfortunately, no answers here or on the forum. The closest I've come to making script references resolve is by using plugins. U5 makes it pretty easy to code a script in an external (VS or Mono)...

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Answer by mikewarren

You said "unity instances". Did you mean running application instances? I don't think it's possible to have two Unity windows (I'd like the same thing), but you can make a single window that would...

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Answer by mikewarren

I'm pretty sure the default is toe-in approach. HOWEVER, There are new API calls (SetStereoProjectionMatrices and SetStereoViewMatrices) that allow you to set stereo view and projection matrices per...

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Answer by mikewarren

It's a bug. After quite a bit of searching, I found this... https://issuetracker.unity3d.com/issues/vr-non-fullscreen-viewport-rect-bounds-not-honored-in-vr-mode So far, it seems to be fixed in 5.5

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Answer by mikewarren

[Robert Oats gave a talk at Unite 2013][1] that discusses some of the issues with large terrain databases. Creating a system to stream in / out terrain in tiles (perhaps even multiple resolutions), and...

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Answer by mikewarren

You may be interested in [this post][1]. Some possible suggestions... 1. Create individual GameObject instances 2. Use GPU instancing shader 3. Use a particle system and programmatically create objects...

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Answer by mikewarren

I'd bet that the pose data you get from that API is a copy of whatever data is being held internally to create poses. Any modifications you make would only be relevant to the methods that use that...

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Answer by mikewarren

It's not a great solution but you could counteract the yaw in the camera parent by getting the tracking data and inverting it. https://docs.unity3d.com/ScriptReference/VR.InputTracking.html

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Answer by mikewarren

Here's a code snippet from a larger module I have that loads scene bundles from files. This one loads the first scene in the bundle into the scene manager. AssetBundle bundle =...

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Answer by mikewarren

Did you ever figure out what was going on? I use the UnityAssemblies folder to build external plugins for my project. It looks like the folder is synced right before the script editor (Visual Studio)...

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Answer by mikewarren

First, if your just going to condense your "mood" calculation to a single variable, a float range or at the very least, a single enumerated type might be a better choice. I thought your question was...

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Answer by mikewarren

@applemaniac Ok, if I didn't know better, I'd think I had written this post as I have nearly the exact same setup. CAVE, (no cluster though - single host), ART tracking, Windows 7 - OpenGL, Quadro...

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Answer by mikewarren

Unfortunately, no answers here or on the forum. The closest I've come to making script references resolve is by using plugins. U5 makes it pretty easy to code a script in an external (VS or Mono)...

View Article


Answer by mikewarren

You said "unity instances". Did you mean running application instances? I don't think it's possible to have two Unity windows (I'd like the same thing), but you can make a single window that would...

View Article

Answer by mikewarren

I'm pretty sure the default is toe-in approach. HOWEVER, There are new API calls (SetStereoProjectionMatrices and SetStereoViewMatrices) that allow you to set stereo view and projection matrices per...

View Article


Answer by mikewarren

It's a bug. After quite a bit of searching, I found this... https://issuetracker.unity3d.com/issues/vr-non-fullscreen-viewport-rect-bounds-not-honored-in-vr-mode So far, it seems to be fixed in 5.5

View Article

Answer by mikewarren

[Robert Oats gave a talk at Unite 2013][1] that discusses some of the issues with large terrain databases. Creating a system to stream in / out terrain in tiles (perhaps even multiple resolutions), and...

View Article


Answer by mikewarren

You may be interested in [this post][1]. Some possible suggestions... 1. Create individual GameObject instances 2. Use GPU instancing shader 3. Use a particle system and programmatically create objects...

View Article

Answer by mikewarren

I'd bet that the pose data you get from that API is a copy of whatever data is being held internally to create poses. Any modifications you make would only be relevant to the methods that use that...

View Article

Answer by mikewarren

It's not a great solution but you could counteract the yaw in the camera parent by getting the tracking data and inverting it. https://docs.unity3d.com/ScriptReference/VR.InputTracking.html

View Article
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