Took a while to get this to work. But I got there in the end. 1. Everything in package.json needs to be alphanumeric. No sashes. 2. version number must have 3 version parts 3. In ProjectSettings/ProjectSettings.asset I had to change the line templateDefaultScene
This is actually something I learned in my first year as a game design student. It is especially neat if your game has onboarding in the beginning of the main scene, which takes time to go through, so popping something into the gym is way faster for testing purposes. Another crucial part is giving level designers a guideline for each mechanic. If you are creating a platformer for example and one person is designing the player moveset while another is working on the levels, it is very important to outline things like min and max jump height, jump length, dash distance and so on, so the level designer knows how to utilize them well within each part of their level. The gym can also include "comfortable" metrics, for example the minimum jump height might be 3 meters, but with only 2 meter tall walls it can be much more clear to players where they're supposed to be able to jump. So yeah, the gym rules!
i would like to do two bows but when i pull the string on bow2 it shots the arrow on the frist bow not sure why will the code only work on one bow any help would be great
I don't know if I'm cool enough to be in the gang, but I do like hanging out with the Hurricane + Hexabody crew from time to time. If either one throws me some $$$, I'd be more than happy to sell my soul and make them a tutorial series 🤣
I get UnityEditor.BuildPlayerWindow+BuildMethodException: Error building Player because scripts have compile errors in the editor at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <57a8ad0d1492436d8cfee9ba8e6618f8>:0 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <57a8ad0d1492436d8cfee9ba8e6618f8>:0 UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&). wth does that mean
Hey, thanks for hard work.<3 I am a beginner in VR game development and trying to delve deep into it. I’m unsure whether to start with Unity 6 or go with a previous version. What do you recommend? As you mentioned in the video, the performance of my project might be better with Unity 6 if I can work properly with it. However, I’m concerned about potential difficulties. Any advice?
Not sure what is up - your code works great but I have one issue - when I put a hand prefab into the XLR controller model property in unity to span my Oculus hands I get two hands for each left and right hand
Hi there, Great video :) Is there a known reasons why when i ad XR origin, I don't get the left and right hand controller options, just the main camera and camera offset ?
I'm very excited about the Adaptive Probe Volumes as well. Per pixel (or maybe per vertex? Anyway, not per object) interpolation, automatic population, possibility to use as a replacement to baked shadows in some areas. I know once I dig in, and find out its quirks it'll probably be less useful than I imagine, but I'm still excited.
I get an error when typing the new text into the android manifest. It says namespace prefix 'tools' is not defined. I am thinking of making an actual use for the microphone because I cannot fix this error. Can you please help? Edit: I was able to fix it. It took me so long to find out I was stupid and that there was no > after it said "auto".🤣 Edit 2: I got another error when uploading the APK file to my app. It says "Android Target SDK version is 29, but should be 32 or greater (targetSdkVersion in AndroidManifest.xml)."
I loved the video and I'm learning a lot, but I have a question, if I make a switch to turn lights on and off, which one would be best? I thought about real time lights, but are there other lights that would work better?
If you're not too worried about performance, then you should be able to use real time lighting for any of your lights that you can toggle on/off. Just don't go too crazy with amount of lights that you're turning on and off. If you need to save on performance, you may need to work some magic using mixed lighting or consider reducing the number of lights that toggle on/off.
I used xr interaction toolkit 2.5.4. Tried to follow the tutorial to set up teleportation without using grip, but it did not work on the XR device simulator. Specifically, after I toggled with 1, and pressed any of the keyboards keys, no ray showed and no teleportation happened.
after g, which is supposed to grip, it no longer teleports. but I am not sure if my keyboard command to teleport is wrong, or if my set up has some issues. -- I went over the video twice to set up.