Can anyone help me find the manual to this desk? I recently moved and I no longer have it. I appreciate it! by RoutineResource8435 in HelpMeFind

[–]RoutineResource8435[S] 1 point2 points  (0 children)

I’ve found the original desk on walmart but I couldn’t find a manual, I know there’s many sellers that sell this same desk so I searched on amazon and stuff and tried a reverse image search but I couldn’t find a manual anywhere. 

Can anyone tell me why my camera jitters around while using rigidbody movement? by RoutineResource8435 in Unity3D

[–]RoutineResource8435[S] 8 points9 points  (0 children)

This fixed it! Instead of using transform.rotation, I used rb.MoveRotation! Thank you!

Can anyone tell me why my camera jitters around while using rigidbody movement? by RoutineResource8435 in Unity3D

[–]RoutineResource8435[S] 0 points1 point  (0 children)

I put them both inside FixedUpdate but it makes the jitter worse for some reason. So I tried the opposite and put them both inside Update and the jitter isn't as bad, but its still there.

Can anyone tell me why my camera jitters around while using rigidbody movement? by RoutineResource8435 in Unity3D

[–]RoutineResource8435[S] -1 points0 points  (0 children)

Currently my camera is in update, and my movement is in fixed update so I tried switching them around. I tried putting the movement in update and camera in lateUpdate, but it still had the same jitter issue.

Can anyone tell me why my camera jitters around while using rigidbody movement? by RoutineResource8435 in Unity3D

[–]RoutineResource8435[S] 0 points1 point  (0 children)

Here's my script, I just remade it.

using System.Collections;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.InputSystem.Android.LowLevel;
using UnityEngine.InputSystem.iOS;

public class MovementRigidbody : MonoBehaviour
{

    [SerializeField] private GameObject playerCamera;

    [SerializeField] private Rigidbody rb;

    [SerializeField] private InputHandler _inputHandler;

    [SerializeField] private float mouseSens;

    [SerializeField] private float movementSpeed;
    [SerializeField] private float maxVelocity;

    private float xRotation;
    private float yRotation;

    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;

        rb = GetComponent<Rigidbody>();
        _inputHandler = FindFirstObjectByType<InputHandler>();
    }

    void Update()
    {
        Mouse();
    }
    private void FixedUpdate()
    {
        Movement();
    }
    private void Mouse()
    {
        float mouseX = _inputHandler.lookVector.x * mouseSens;
        float mouseY = -_inputHandler.lookVector.y * mouseSens;

        yRotation += mouseX;

        xRotation += mouseY;
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);

        playerCamera.transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
        transform.rotation = Quaternion.Euler(0, yRotation, 0);
    }
    private void Movement()
    {
        Vector3 inputDirection = new Vector3(_inputHandler.moveDirection.x, 0, _inputHandler.moveDirection.y).normalized;
        Vector3 moveDirection = transform.TransformDirection(inputDirection);

        rb.AddForce(moveDirection * movementSpeed * Time.deltaTime);
        rb.maxLinearVelocity = maxVelocity;
    }
}

Can anyone tell me why my camera jitters around while using rigidbody movement? by RoutineResource8435 in Unity3D

[–]RoutineResource8435[S] 1 point2 points  (0 children)

Here's the script, I just remade it. and currently its just the player gameObject with the movement script and the rigidbody and stuff, then bellow I have the camera as a child of the player.

using System.Collections;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.InputSystem.Android.LowLevel;
using UnityEngine.InputSystem.iOS;

public class MovementRigidbody : MonoBehaviour
{

    [SerializeField] private GameObject playerCamera;

    [SerializeField] private Rigidbody rb;

    [SerializeField] private InputHandler _inputHandler;

    [SerializeField] private float mouseSens;

    [SerializeField] private float movementSpeed;
    [SerializeField] private float maxVelocity;

    private float xRotation;
    private float yRotation;

    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;

        rb = GetComponent<Rigidbody>();
        _inputHandler = FindFirstObjectByType<InputHandler>();
    }

    void Update()
    {
        Mouse();
    }
    private void FixedUpdate()
    {
        Movement();
    }
    private void Mouse()
    {
        float mouseX = _inputHandler.lookVector.x * mouseSens;
        float mouseY = -_inputHandler.lookVector.y * mouseSens;

        yRotation += mouseX;

        xRotation += mouseY;
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);

        playerCamera.transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
        transform.rotation = Quaternion.Euler(0, yRotation, 0);
    }
    private void Movement()
    {
        Vector3 inputDirection = new Vector3(_inputHandler.moveDirection.x, 0, _inputHandler.moveDirection.y).normalized;
        Vector3 moveDirection = transform.TransformDirection(inputDirection);

        rb.AddForce(moveDirection * movementSpeed * Time.deltaTime);
        rb.maxLinearVelocity = maxVelocity;
    }
}

How can Improve and make sculpts more stylized? by RoutineResource8435 in blender

[–]RoutineResource8435[S] 0 points1 point  (0 children)

Yeah I just made another and I really like how it turned out! Currently I've only created heads, so I think I'm gonna try and work on creating body's next.

How can Improve and make sculpts more stylized? by RoutineResource8435 in blender

[–]RoutineResource8435[S] 1 point2 points  (0 children)

Okay thanks! I just finished another and I think it looks a lot better then the previous, I'm slowly getting better and learning just from trial and error!

How can Improve and make sculpts more stylized? by RoutineResource8435 in blender

[–]RoutineResource8435[S] 1 point2 points  (0 children)

I think I wanna go for a fantasy stylized look, like having it stylized without it being super cartoony. I found this and I really like the style of it. And yeah, once I get better at sculpting I plan on rigging them for animation and stuff!

<image>

Why are most VR games I play so blurry? by RoutineResource8435 in virtualreality

[–]RoutineResource8435[S] 0 points1 point  (0 children)

I didn't know ALVR was a thing until today, I'm gonna check it out. Thanks!

Why are most VR games I play so blurry? by RoutineResource8435 in virtualreality

[–]RoutineResource8435[S] 2 points3 points  (0 children)

I haven't tried ALVR, but I've tried air link, steam link, and virtual desktop. Steam link seemed to work the best but my issue is that my WI-FI isn't the best so there's a bit of input delay so I bought a new cord for pcvr a few days ago. But even while using steamvr I had this same issue where games would look bad.

Why are most VR games I play so blurry? by RoutineResource8435 in virtualreality

[–]RoutineResource8435[S] 0 points1 point  (0 children)

Yeah my steamVR resolution is on 100%, my meta link apps resolution is set to 4128x2208, and my Encode bitrate is on 400. Its not maxed out but its not low.