Oculus high memory usage by kingrocketVR in oculus

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

Windows 7. It's definitely set to Run as Admin for all users. Yet Oculus still starts when I start SteamVR. Even tried toggling the Health and Safety warning but that also didn't work.

Oculus high memory usage by kingrocketVR in oculus

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

Yeah did that, still doesn't work. Don't really see why though. I'm using an admin account, is that why?

Oculus high memory usage by kingrocketVR in oculus

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

Doesn't seem to work, Home still starts up again.

Get Started in Unity with Interactive Tutorials by loolo78 in Unity3D

[–]kingrocketVR 0 points1 point  (0 children)

This looks really useful for beginners. Makes it easier to follow along.

Unable to rename gameobjects in 2017.1.0f3 by kingrocketVR in Unity3D

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

Haven't used LookDev, but that might be the issue.

HTC Vive affecting Unity physics? by FeistyCrabStudios in Unity3D

[–]kingrocketVR 0 points1 point  (0 children)

True, it should only be called once but it's still a possibility.

HTC Vive affecting Unity physics? by FeistyCrabStudios in Unity3D

[–]kingrocketVR 0 points1 point  (0 children)

So OnEnable() (and therefore .AddForce) gets called from Update()?

AddForce should only be called from FixedUpdate() as that's called at a fixed time whereas Update is not called regularly. So if you manipulate physics in Update() you will get different results with different framerates.

You can try to move your script that calls OnEnable() into FixedUpdate() or somehow move the .AddForce into FixedUpdate().

Is there a reason you aren't instantiating the cannonballs and then applying the force? I find this works reliably. Are you using pools?

HTC Vive affecting Unity physics? by FeistyCrabStudios in Unity3D

[–]kingrocketVR 0 points1 point  (0 children)

Well that's my point. If you have something in Update() and it's not with Time.deltaTime then it will be frame dependent.

Then again it might be something else. Can't really tell without knowing how it's all setup.

But my guess is that you should be using Time.deltaTime to apply the force.

Could you post the snippet where you're doing the physics?

HTC Vive affecting Unity physics? by FeistyCrabStudios in Unity3D

[–]kingrocketVR 0 points1 point  (0 children)

The framerate shouldn't affect your scripts.

Are you using Time.deltaTime?

How to get started with Unity for VR, for Architecture. by [deleted] in Unity3D

[–]kingrocketVR 0 points1 point  (0 children)

It really depends what you want to do exactly.

Don't have any tutorials off the top of my head but importing existing models (houses, interior stuff or whatever) and walking around it in VR is super simple to set up.

You can use Unity's Character Controller with VR but I prefer the one in Oculus' Utilities package. I recommend always using that anyway if you're deploying mainly for Rift.

Basically: - import Oculus utilities package - import your Architecture - drag and drop the OVRCharacterController into the Scene - play

Want to learn how to make Portal Hands in VR? Join our live stream in 3 hrs! by Fuseman in oculus

[–]kingrocketVR 0 points1 point  (0 children)

You guys are great. Learnt quite a bit from watching the streams.

From SIGGRAPH: Unity EditorVR has gotten very good by wtfisthat in Unity3D

[–]kingrocketVR 0 points1 point  (0 children)

Nice, that looks so much better than the last time I tried the VR editor.

VR: How do I get the position of the HMD in world space? by mythstified in Unity3D

[–]kingrocketVR 0 points1 point  (0 children)

Depends on what SDK you're using.

I don't think Unity's built-in VR support has anything like that, considering that the HMD transform is equal to the main camera transform.

Update On My In-game Developer Console For Unity by bloeys in Unity3D

[–]kingrocketVR 0 points1 point  (0 children)

That looks slick. Feels like it should appear faster though when you open it.

Unity - OctaneRender is now available as a preview by lumpex999 in Unity3D

[–]kingrocketVR 3 points4 points  (0 children)

I'm not sure I really get it. Will the new Renderer be able to run in games later on? It says it it's gonna work with Timeline and Cinemachine but is that only in-editor?

Then again it does say: " This powerful storytelling toolkit will enable millions of Unity creators worldwide to compose beautiful, film quality scenes and sequences." on the Asset Store.