Love that Memory Failure at 7:31. I got those too. You think we might be related? was your great great great great great great grandmother into a Viking or something?
Hi. Things can go horribly wrong based on the actual layer you assign an object to. For example I created a Doors layer and assigned my door to it. I need this to stop my door interacting with other physics layers like the door frame. But if I then make my interaction layer also work on the Doors layer, nothing works. How can you get normal layer assignment for managing physics interactions, play well with interaction layers on grab interactors?
Hi. thx for your tutorials again. Could you tell me why the shadows look so blocky.. or low resolution? Thanks again. I changed the light from directional real time to Point light mixed and it seem to solve the issue until I moved the cubes...
Hi, there will be a few areas that could be looked at to improve shadow quality. I have a tutorial series (ua-cam.com/play/PL6ytMqV1PRuI82GMrPtGEMPCC7fRi0AaG.html) that will help you get started with understanding lighting in unity. But for your particular issue can I ask what render pipeline you are using? (URP, HDRP or built in pipeline?)
I thought you had to assign the teleportation target areas to the actual layer, but I guess doing that could interfere with any other physics type layer issues?
Hey Daniel could you do an updated tutorial using the new release of XR Interaction Toolkit? It seems to have broken interactions! Update! For anyone using XR toolkit 2.0 or later and isn't able to interact my fix was to duplicate the BaseController game object, add a new action in the XRI input action manager named Select(grab) and add the press interaction to that. This separates the grab function from the animation of the hands which stops the grabbing from breaking the animations (caused by the newer version of the XR toolkit)
sure, I thought that was weird at first.. I guess through the scripts do all the heavy lifting. It would probably not change any functionality if your were to change the layer as well, it would help from a consistency stand point
Great tutorials! keep up the good job :D
Thanks breflabben!
Love that Memory Failure at 7:31. I got those too. You think we might be related? was your great great great great great great grandmother into a Viking or something?
Looking forward to your next video. Will you do one that involves 360 immersive video in the future, with interaction with video player function?
Hi, sounds interesting.. I guess so! lets see if anybody else is interested in this - if anybody else wants a 360 video player then like the comment!
Hi. Things can go horribly wrong based on the actual layer you assign an object to. For example I created a Doors layer and assigned my door to it. I need this to stop my door interacting with other physics layers like the door frame. But if I then make my interaction layer also work on the Doors layer, nothing works. How can you get normal layer assignment for managing physics interactions, play well with interaction layers on grab interactors?
Hi. thx for your tutorials again. Could you tell me why the shadows look so blocky.. or low resolution? Thanks again. I changed the light from directional real time to Point light mixed and it seem to solve the issue until I moved the cubes...
Hi, there will be a few areas that could be looked at to improve shadow quality. I have a tutorial series (ua-cam.com/play/PL6ytMqV1PRuI82GMrPtGEMPCC7fRi0AaG.html) that will help you get started with understanding lighting in unity. But for your particular issue can I ask what render pipeline you are using? (URP, HDRP or built in pipeline?)
I thought you had to assign the teleportation target areas to the actual layer, but I guess doing that could interfere with any other physics type layer issues?
Hey Daniel could you do an updated tutorial using the new release of XR Interaction Toolkit? It seems to have broken interactions!
Update! For anyone using XR toolkit 2.0 or later and isn't able to interact my fix was to duplicate the BaseController game object, add a new action in the XRI input action manager named Select(grab) and add the press interaction to that. This separates the grab function from the animation of the hands which stops the grabbing from breaking the animations (caused by the newer version of the XR toolkit)
Hi, I have done a few videos within the last month, check my channel for more :)
good stuff!
Thank you!
it's weird for me you didn't have to set layers (top of inspector) of cube or teleport areas. for this to work
sure, I thought that was weird at first.. I guess through the scripts do all the heavy lifting. It would probably not change any functionality if your were to change the layer as well, it would help from a consistency stand point