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I believe this is a based on multiple factors: First of, the concept of a Metaverse mainly makes sense in VR, of which the portable headsets have very strict polygon and material budgets. Secondly, in a Metaverse implementation most of the assets would be user created, which would make it hard to have a unified and polished look and feel. In Facebook's ...


3

One solution is to use DLL injection. This technique facilitates attaching and executing a payload (your code) within the address space of another process (the game or graphics driver) by way of a dynamic link library (DLL). Once the injected, your payload code would: intercept instructions of interest process them as needed (log them for later, perform ...


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It seems the "Target Eye" property now hides from the Inspector unless you change it via a script at runtime. camera.stereoTargetEye = StereoTargetEyeMask.None; Which causes to correctly take over the desktop display without rendering in the HMD.


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There are two major complications when rendering content for VR: Head Movement: between the time you started rendering and the time the frame becomes visible to the user, they may have turned their head slightly, causing the image to lag behind or judder. Lens Distortion: to achieve a wide field of view and a comfortable focus depth, head-mounted displays ...


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I have currently created a workaround but to be honest I'm not sure if this will break other aspects of the grab system. I got this working by disabling the reparenting of the object (with a bool) in the Grab() and Drop() methods in the XR Grab Interactable script. I copied the file XRGrabInteractable.cs from the XR Interaction Toolkit and added a new ...


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A bit better solution with Coroutine and reusable code for multiple controllers. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR; public class HandPresence : MonoBehaviour { private InputDevice _rightController; private InputDevice _leftController; void Start() { var ...


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I know this is an old question but I'd thought I'd throw in my two cents. The reason for this is because Unity terrains use billboards rotation as the same as the camera rotation. Now you don't usuallly notice this on a normal screen, but in VR it looks really strange. The billboards are simply using camera.transform.rotation and really should use something ...


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