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Go ahead, you're more than welcome! -j
Hi David, I released my Oculus demo scene incorporating Proflares. Took some time tuning things and getting the sun to look nice. I optimised...
Hey Hobstob, about your tip to use debug mode to change the flare scale - it'll revert to it's default limit of 2000 if you adjust any other...
Hi David, yes thank you very much the new helper script worked just fine. It only created the setup on the leftAnchor - I presume this is as it...
It looks like it should be looking at the release notes for the latest SDK: https://developer.oculus.com/history/#0.4.4-beta I hope it's not too...
Thanks for letting us know!! Greatly appreciated. Likewise, hope things are ok. -j
No not yet. I want it too. I managed to modify the assignment script to detect the new names for the cameras, but then at runtime things go a...
Me too. I'm another who found this thread useful! -j
Hi David, I bought and started using Proflares in a new Oculus project. I see the current Oculus support was built around the 2.5v SDK. Oculus...
Hey Ryan, I was curious about what you were wanting to do with the bridge and the lights and tried it myself. Also the 1.07 version of fog volume...
Hey sfaok, I'm using forward rendering. No I didn't have to change anything. I saw your screenshot but I don't have anything to suggest sorry,...
David, here's another screenshot. I've decreased the visibility parameter for the fog volume and lowered the exponent for the foggy lights. I...
Here are some screenshots. I'm pretty new to Unity so it's only been a month. You can see how the noise function would be quite effective in this...
David, Yes, apart from the absence of the noise function they're working as advertised and not adding significant draw time or artefacts. I'm...
Hi David, I just bought foggy lights and foggy volume to work in conjunction in my oculus project. They're pretty great, thank you for producing...