I was messing around with my gun position in unity when I notice that when I shot the gun this shuriken icon thing showed up over the particle effect, which was working fine when I tested the game in unity other than the shuriken icon but when I build the game then run it I can't see the particle effects when I shoot.
Any Help would be appreciated.
I cant see any of ur code. But make sure in script u call ur particle system to play
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I want to make the OVRCameraRig hands from the Oculus Integration SDK sample to collide with objects. I mean I want it to use realistic physics and have the hand stopped by a cube or any gameobject without going throught it to make it much more realistic.
I tried to use the "Hand Physics Capsules" built in script for the right and left hand, that puts colliders and rigidbodys on the hand but it does not works as I want it. This method just pushes away the cube but does not stops the vr hands from going throught the cube and I don't want the cube to do any movement.
Thank you all for the help in advance.
Unity version: 2021.3.15f1
Oculus Integration SDK: 46.0
I am using cinemachine to make a camera that follows the player in a 2D top-down game. The problem is that pieces of the background disappear and reappear when the player moves, and some of the outlines of objects seem to render late in comparison to the rest of the level. Below is a link to the video showing the error. If anyone could help it would be greatly appreciated.
https://youtu.be/BiEojQQGFn8
I'm using unity 2018.4.14f1 personal (I don't use 2019 or 2020 because it lags my computer)
I'm using the Unity Standard Assets Player Prefab and Cinemachine Freelook for the camera. I have some water, and when my player walks into it, its fine. However, when the camera comes into the water, it stops rendering the water. Is there anyway I can fix it?
Update: I've somewhat got it working, however its hollow when your inside. Is there anyway to fix that?
Video : https://easyupload.io/2b0p3a
(I'm quite a noob so if you need any screenshots please ask.)
The problem here is that the water will only rendered when looking from the outside as the normalized are modeled so. The program renders outs objects that it thinks is not in view. You can load the model into a 3d program and then copy and invert the model to allow your camera to see the water, or I believe there are some shader option to stop this optimization. You can also look in this Reddit thread.
just begin to code/work on unity.
No big trouble to set some camera move or launch animation on standalone plateform.
But when I try Oculus go ... I want to get the same "on click' I've got on standalone plateform. Ideally I would make a gaze pointer timed, which avoid joystick.
First : Do you know how to display what you see on the Oculus on unity (https://www.youtube.com/watch?v=TektJroMwxY at 9:40 for example) ?
And then How could I simply implement a gaze pointer click ? I try the Oculus unity integration (https://developer.oculus.com/downloads/package/unity-integration/) UI scene but there is too many code to understand quickly everything.
Many thanks for your help,
Axel
First of all:
Interesting stuff is not quickly to learn
Anyway, you need to know that Oculus gaze point do not work as the typical mouse-click. You need to raycast from your camera to stuff (with attached colliders or build some system) to know if you are clicking on it.
Watch deeply on VrInteractiveItem class, as it's how oculus mainly works.
When I add an OVRPlayerController into a Unity3d scene and build and run the scene for the GearVR the built-in touchpad spins the camera around the vertical axis, which is redundant with head tracking. What do I need to change so that the touchpad instead allows the camera to move forward and backward, as if walking? Is there a thorough tutorial?
The Oculus SDK 0.4.3 comes with the support for the GearVR Samsung GamePad.
All you need to do:
import the SDK.
overwrite the projectsettings folder of your project with the one that comes with the SDK.
add the overplayercontroller to your scene.
add a gameobject below the overplayercontroller e.g. plane, quad... this will act like the ground (keep the player from falling)
add a collider to the gameobject e.g. mesh collider
then once you run it you will see that you can move around using the gamepad as well as turning the came around the vertical axis...
basically use any first person shooter tutorial for Unity3D and because the Oculus SDK comes with support for the gamepad you can quickly do this...
this link might help
https://www.youtube.com/watch?v=mbm9lPB5GPw