Discussions

Ask a Question

Still in development?

Just wondering if this asset is still in development? Nothing new posted here or updated on the Trello page for quite some time.

HTC VIVE

how can I test the example using HTC VIVE?

Please can you provide some documentation about the various interactible item types?

I'm finding it less-than-obvious how to make use of the button, switch, lever, rotators etc. Can you provide some documentation that explains how to set up an object to work with these scripts, or what the hookups are for? Copying what's in the demo scene isn't enough when I want to apply the script to different game objects (ie my own switches) At the moment the only thing I can reliably make work is the button. The switch, lever, and rotator are things of mystery that have some very unexpected interactions compared to how easy the demo scene makes it look. Thanks :-)

Windows mixed reality

Does Newton VR support windows mixed reality? I do get an option in unity to install Windows MR, but that link takes me to list of unity packages on github. I don't know which one is the right one.

Controller collider not working after some time in playmode

Hi, I'm using the Oculus Rift and set up my scene in the Newton VR example scene (deleted all unwanted objects) and put my objects in the scene. After a while of grabbing and throwing my objects around, the right controller is not able to become a collider (for pushing objects) but it still able to grab objects. The left controller has no issues (I'm right handed). Is there a way to solve this issue?

How can I tell which hand a held item is in?

How can I tell which hand a held item is in? If I have a gun that could be in either hand. I want to know which hand has it so the Left or right trigger button is needed to fire.

Probably a daft question but...

Okay so I had a steamVR teleport system set up, which allowed me to control where people could teleport to. This now doesn't seem to work. Is there a way to achieve the same with Newton (I'm using Newton inside VRTK).

NVR Player display in editor only uses local scale

I couldn't find a place to report bugs, so I'm posting it here. The display for the nvr player in the editor only looks at its local scale, so if its parent is non-uniformly scaled it will be distorted from how it appears when you are actually playing. Steps 1) Create an empty object and set its scale to x=2, y=0.2, z=2 2) Make the NVR Player a child of the empty object 3) Note that in the editor the player looks correct 4) Press play 5) Note that the controllers look squashed and only move on the xz plane 6) Press play to stop 7) Set the scale of the NVR Player to x=0.5, y=5, z=0.5 8) Note that in the editor the player looks stretched out 9) Press play 10) Note that the controllers are scaled and move correctly

Performance when Teleporting falls under 90fps

Hi, When I move around the demo environment using Teleport I start to get readings under 90FPS a significant amount of the time. Usually it's 89 fps or something close to that, but I'm worried that it still might be enough to cause issues with Steam approval. Here is how I'm calculating fps: fps = (int)(1.0f / Time.smoothDeltaTime); Here is my rig: Processor: 2.8 GHz Intel Core i7 GeForce GTX 1070 16GB DDR4 DRAM Unity version 2017.3.0f3 Newton VR - Master download from Jan '18 Am I getting performance that's less than expected, or is it just a bad practice to build a game with a lot of teleporting at this point? Thanks, roger

Install Steam VR not available

Downloaded the latest Unity (2017.3), and downloaded the Master NewtonVR that's referenced in the Quickstart. When I open the example scene in Unity, and look at NVR Player, I cannot click "Install SteamVR" because there are compile errors. The first compile error is "The type or Namespace Valve could not be found " ... I tried installing SteamVR separately, which did make the options appear on NVR Player. However then when I click "Enable SteamVR" I get an error at run time that SteamVR is not setup properly. Probably because I didn't have the "Install SteamVR" choice due to the compile errors.