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Not sure if this has been requested already, but i thought i'd give it a go.
60fps capable mobile phone camera's have been around for quite some time now.
Samsung, for example, has been bringing out…
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Normally it is enabled by clicking the gear button in the inventory. I can't figure out how to do it in VR.
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A-Frame 8.0.0
Gear VR with Controller
When I add collisionEntities to my project, teleport does not work anymore!
My code: https://glitch.com/edit/#!/tmp003
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Title of repo and project is somewhat misleading, considering compatibility list. I had hoped it would be functioning with at least a Samsung S6. Largely because of Gear VR.
01GOD updated
6 years ago
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SteamVR Settings: there are currently four different settings menus leading to potential user confusion when locating options.
**The following are the different "settings" menus available to the us…
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I'm developing a video player that supports Widevine protected contents. ExoPlayer supports Widevine and GearVRf has video player example using ExoPlayer. I expected it would be easy to create it.
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**[ UUID ]** 4bdd7d4c-2484-4735-9e17-a7011ef5a808
**[ Session Name ]** VR Tower Defenders: making the WebVR game
**[ Primary Space ]** Web Literacy
**[ Secondary Space ]** Digital Inclusion
**[ Sub…
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In Gear vr its Not working only showing Right Eye in Both View(L/R).
I tried this Beta shader in unity 2017.2 and Unity beta 2017.3(inbuilt shader) but no luck.
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Do you happen to know of any plug and play IMU kit that would work with (almost) any Android phone for Google Cardboard head tracking? (to match whatever sensors Gear VR has)
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Could use an optimized, simplified set of controller models. Right now some quite heavy.
Current model stats:
-Oculus Touch: 0.88MB - 6.9k verts
-HTC Vive: 1.6MB - 8.7k verts
-Daydream: 0.10MB -…