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I'm working on a VR project using the standard XR toolkit. I'm trying to make the screen do a quick fade-to-black between teleports, so I added a quad with an unlit transparent material right in front ...
Heinz Sander's user avatar
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I have been working on a plugin for Godot and want the camera feed of the meta quest 3 a player is using. Below is my function that uses that android camera2 api to attempt to access the camera feed ...
Scott Jochems's user avatar
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108 views

I'm working on a project where I want to collect movement data (X/Y/Z position and rotation) from a VR headset (a PICO Neo 3 Pro Eye) using a C#/Unity script, and export it as a CSV. I have a script ...
sam's user avatar
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In Three.js VR I retrieve references to the controllers like the code below. There are two ways to get controller objects for 2 different purposes, buttons and positions/rotations. controller1 is for ...
Bitterblue's user avatar
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Good afternoon everyone. I want to create 2 applications, one of which will be run on VR Metaquest 2 and the other on PC for example. I want to make the output of the VR headset of what the user sees ...
Andrej Tibenský's user avatar
1 vote
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183 views

In RealityKit we don't have a convenient SCNLookatConstraint as we do in SceneKit. I'm trying to determine the "best" or most efficient way to achieve this in a game where there is a full ...
PKCLsoft's user avatar
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I am trying to edit the EffectMesh of the user. I have a program that finds the specific anchor, and then changes the texture of only that anchor, for example the ceiling will change from stone to ...
Waerdsadw's user avatar
2 votes
1 answer
404 views

I'm really struggling to get the camera to behave even remotely as expected in a RealityKit app (where I have set RealityViewCameraContent.camera to .virtual). I have a programmatically generated ...
PKCLsoft's user avatar
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57 views

I'm developing an A-Frame (HTML/JS) project for use on Meta Quest 1 and on PC via Netlify to create a simple VR escape game. I want to add physics (collisions, gravity on objects, impassable walls) ...
STban's user avatar
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I am a Unity developer on Meta Quest 3. So there is a double-tapping feature on the side of the headset to toggle between MR and VR. I am wondering whether the input can be detected in a Unity program ...
Demoy Segment's user avatar
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I'm currently using the 'Find Spawn Position' building block with the MRUK kit to place the game object on the table. Now, I need the object to be scaled to the size of the table. I've read through ...
nenester's user avatar
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I am new to developing for the Meta Quest and am running into some issues when just trying to build a simple Hello World application. To build the app, I followed the exact steps from this tutorial: ...
Luca P.'s user avatar
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I'm working on a VR game in Unity using tracked hand controllers. I have a rocket-hand mechanic where the left hand launches forward and the player can steer it by tilting or twisting their hand (i.e.,...
Amit Tzur's user avatar
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I am trying to build a virtual linear corridor using panda3ds rendering modules for my experiments. I am fairly new into this kind of model building. I used the in built box.egg.pz model from panda3ds ...
Shuvrangshu Guha's user avatar
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88 views

I'm working on a VR project using Unreal Engine 5.3.2 with the Meta XR plugin targeting the Meta Quest 3. When I preview the scene in the editor using PC D3D11, everything looks great. But once I run ...
Lyes Ye's user avatar
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