Package for developers authoring OSVR experiences with Unity.
but when i dubug it in actual android device, the transform.forward always returns Vector3(0,0,0).
I am using Unity 5.6 with GoogleVR1.5 from the GitHub repo. if that was relevant
Hey guys, I just opened #232 please ask me anything about this issue.
@DuFF14 Unless I totally forget (and I will) I'll try out the new LM plugin and possibly the SkeletonInterface this week. I've been working with Kevin and Michael to make Nolo work with both OSVR and SteamVR, so I already have a demo put together for testing controllers and tracking. It looks like the pinch gesture at least is mapped to controller(hand)\trigger which is great. In fact, I might try combining the Nolo headset marker for "room-scale" with the Leap Motion for the skeleton. Fun fun!
Hello all! Is this a good place to discuss VR game development for Google Carboard in Unity? I'm just starting out.
hello @Cintron. Probably not a good place for Cardboard-specific questions, but Unity-VR stuff is relevant.
@nanospork@demonixis I was able to connect Unity's VR split-screen stereo to RenderManager with this PR, which should be a big performance boost and make it easier to add OSVR support to existing apps. There's a unitypackage in the description if you want to test it in your projects: OSVR/OSVR-Unity#237
Hey @DuFF14 native Unity VR and OSVR in gunspinning VR :D
The render preview is a bit dark, but it's ok in the headset
All my post processes works great
It's IMHO one of the best update you made to this SDK! My players will love that thanks!
@DuFF14 if the community likes it, let's update the docs repository (and perhaps the Unity tutorial as well if required)
Next step is LInux and Mac using OpenGL or Vulkan and the OSVR SDK is complete
Hi everybody, is there a way to get an unitypackage with the latest changes by DuFF14?
@demonixis i don't think osvr is actively supporting linux. if nobody from the community does it, it won't happen anytime soon
@ChristophHaag I'm not a good OpenGL programmer so I can't help on that point. I don't understand why Android and not Linux and Mac. We already have Google Cardboard / DayDream / GearVR and that's already integrated in Unity, so I don't understand why add an abstraction for that. However there are many Linux users that just want to use Unity VR games with their OSVR setup.
has anyone used the radial distortion filter in osvr-unity?
I'm on linux so I don't get distortion via rendermanager
I've set my osvr_server display configuration to use rgb_k1_coefficients distortion but Viewer.DisplayController.DisplayConfig.DoesViewerEyeSurfaceWantDistortion() returns false and Viewer.DisplayController.DisplayConfig.GetViewerEyeSurfaceRadialDistortion() fails. Is it not fully implemented?
If it's not possible to use, what are my options for getting distortion in osvr-unity? Thanks
After looking at the state of rendermanager support it seems to be close to working. I might attempt to get it working.
I solved this puzzle. I was using an incorrect syntax for the K1 values in the osvr_server_config.json. Once I fixed that the plugin applied the distortion automatically.