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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 =...
View ArticleAnswer 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)...
View ArticleAnswer 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...
View ArticleAnswer 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...
View ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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