oculusquest

Unity3D Placing a cube in front VR player and move with player position and rotation

感情迁移 提交于 2020-12-07 05:14:51
问题 I am developing a VR scene using Oculus Quest. I need to place a cube in front and a few units below the user eye level. The cube has to move when the user moves. E.g. if the user turns or moves the cube user secure its position by always staying in front. How can I do this? Should I take the OVRCameraRig position and rotation and apply that to the cube? But I read from StackOverflow question Unity3D Getting position of OVRCameraRig that OVRCameraRig doesn't move and needs to consider the

Unity3D Placing a cube in front VR player and move with player position and rotation

陌路散爱 提交于 2020-12-07 05:10:35
问题 I am developing a VR scene using Oculus Quest. I need to place a cube in front and a few units below the user eye level. The cube has to move when the user moves. E.g. if the user turns or moves the cube user secure its position by always staying in front. How can I do this? Should I take the OVRCameraRig position and rotation and apply that to the cube? But I read from StackOverflow question Unity3D Getting position of OVRCameraRig that OVRCameraRig doesn't move and needs to consider the

Detecting hovering on button event on Oculus Quest (Unity3D)

。_饼干妹妹 提交于 2020-03-23 07:57:10
问题 Stack: Oculus Quest Unity 2019.3 Oculus VR Integration macOS Catilina I have a Unity scene with a VR interface composed by a Canvas (World Space coordinates) and two buttons. The canvas has attached an OVR Raycaster objects which uses a laser pointer. Overall it works well, but when I try to intercept the event produced by hovering the laser pointer on the button, I can get only the click event. I'm using the following script (attached to the button): using System.Collections; using System

Problem using PUN2 for a VR multiplayer experience in Unity 3D

你说的曾经没有我的故事 提交于 2020-03-05 07:34:11
问题 I'm trying to create a simple VR demo where two users can connect to a room a manipulate objects on a table. I'm currently following this tutorial. I have followed it step-by-step: Duplicated LocalAvatar and RemoteAvatar prefabs and moved them to Resources Created the script PhotonAvatarView Script Attached and configured PhotonAvarView and PhotonView to both prefabs The problem is that I get stuck at the " Instantiate Avatars " section, specifically at the section: The following code can be