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Yeah there is definitely something else going on. Can you send me a test scene to tamulur at yahoo dot com with that character and their REM setup...
To test whether the eyelids are really not affected, can you save an "exaggerated" looking-up pose, by moving/rotating the eyelids very high,...
Can you send me just the scene with only the character in it? Email is tamulur at yahoo dot com. And no worries, there won't be anything needing...
Did the head and the eyes looking straight along the character's forward direction when you pressed "Save" for "Look Straight"? You can also send...
Hi, as mentioned in the manual, eye movement via blendshapes is not supported out of the box by REM. The intended way is to have the eyes either...
From the line numbers, it seems this is using an older version of REM? Can you update and send me the new error message if it's still there? Along...
Maybe a toggle that determines which view the MirrorManager should render into for the time that both editor scene view and game view are visible...
Yes of course. This issue appears for me also in your sample scene Samples/SRP/Mirror/Scenes/VR/Mirror (which of course has that field assigned as...
Unfortunately that doesn't seem to help on the real headset. I've started to have this problem some while ago as well. I logged the name of the...
You can use LookTargetController's function LookAtPOIDirectly to control where your character is looking. For example, when the character is about...
You're right, there was an issue with that, I've submitted a fix, should be updated in the next few days.
REM uses the spine to determine what is "Forward" for the character and places the idle look targets in that direction. In your case this doesn't...
Blendshapes are only supported for eyelids, not the eyes themselves. What you could do is to make the texture transparent in the places where the...
Does the original preset work on the DAZ char before the Blender step? Maybe you are not using the correct preset for that DAZ generation? What...
Ah I see. That's not all in one spot that can be queried, because most computations happen in head or eye forward space, and later the calibrated...
You can always just query the eye bones or head bone each frame, as that's what REM is moving. Or do you mean something more specific?
I have tried the exact code you posted and after replacing the it with "REMsettings.json" it works. What is the problem you encounter? Can you...
You have "REMsettings.json" for standalone, and "remsettings.json" for Android. The filesystem is case sensitive, so you need to change the second...
In the editor outside of Play mode, in the EyeAndHeadAnimator component in the Setup section, when you click on the Load button for Eyes Closed,...
Click on the fbx file, then in the inspector in the "Rig" tab make sure the type is set to humanoid, then click configure, then on "Head" and fill...