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Nice! With the ability to set the global linear and angular velocity, I'm able to suppress explosions entirely... I have one last feature...
Bug: When you raycast against an ArticulationBody, the resulting RayCastHit will have a non-null rigidbody field (even though ArticulationBody's...
Unfortunately I wasn't able to use the maxAngularVelocity or maxDepenetrationVelocities to achieve any additional stability with respect to...
Thank you, I did try that, but only the rotary joint's small, centered collider affected the inertia of the system appropriately. :(
After some trial-and-error, drive code without any singularities looks like this: using UnityEngine; public class ArticulationTest :...
So I made a simple test scene for spherical joints.[ATTACH] It looks like there's a bug in the way that the X, Y, and Z drives work together... I...
+1 for Inverse Dynamics! Being able to set joint torques based on observations will be hugely useful for tracked hand systems (where a Leap,...
If you’re looking for a simple jobified normal calculation, I have one here that is equivalent to Unity’s. (I do have a parallel solution there...
I'm getting really strange behavior from the undistortion function; it's completely mangling my images and stretching them in a strange way. I...
@b4th My results are identical to the older versions of the preview (in all scenes/projects including yours). VSync (both kinds) add significant...
I've posted about this in the AVRDevelopers e-mail thread, but I'm cross-posting here for visibility. Every Unity based Daydream app that I have...
You can reproject your camera image onto a mesh either by setting the mesh's texture to the camera feed and setting the vertex UVs using a script...
Looks like it's possibly execution order related; might be due to Unity executing your scripts in alphabetical order. There's an Execution order...
It does work in VR! A very neat effect; I just spent 15 minutes following the trail of the "empty cavity" that runs from ear to ear in the Vive...
I implemented it with raycasts; just disable clickthrough when the mouse is hovering on top of something and enable it when the mouse is hovering...
Hey Partel, Quick question on the Interaction System. When an effector (like the Right Hand) has its Target set to a transform, that hand's is...
The keep-upright constraint keeps it from needing to balance, but the lack of "pinning" allows it move around. [MEDIA] (I drag it around; the...
I was more interested in seeing what would happen if the hip was also un-pinned... The idea of an active ragdoll walking around under its own...
How does it look when you add a keep-upright constraint to the hip bone of an active ragdoll doing a running animation?
Hey guys, Lately I've been experimenting with isolating hands from the Leap's raw video feed for use in VR and AR applications. Here's an...