Ayfel

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Yes, can you show me the object with the script that is the prefab? I am looking for the lightmap information in the script. Also did you try making it...

I'll need to do a test myself, I will report back once I have checked webgl

> Yep! The top level prefab "Space" has the script on it: ![image](https://user-images.githubusercontent.com/29789851/137796294-0dffe99c-9a16-4064-9f6c-b89e2c0b868c.png) > > And yes, I un-nested all of those planes (and the point light) to place them...

I just tested in Unity 2020.3.5 with URP (and without) and in WebGL and it is working fine ![image](https://user-images.githubusercontent.com/13970424/164487710-a53e9b71-f70f-4a71-9414-91a52c67cbf3.png)

When using AssetBundles you need to be careful that the project that creates the assetbundle has the same settings for the lightmaps as the one that opens it, specially this...

This still happens to me (not by clicking on TOC or anything), I go into my docs, click on an image, it works, click on another and that "white zoom...

We are getting the same with 2021.3.1f1 "Internal build system error. BuildProgram exited with code -2147024809. System.ArgumentException: Another action is already registered for C:/Builds/Android/unityLibrary/backgrounddownload.androidlib/build.gradle"

The problem seems to come from the asymmetric FOV oculus introduced https://developer.oculus.com/blog/tech-note-asymmetric-field-of-view-faq/ I just checked by testing 2017.4.10f1 and jumping to newer from 2014.4.11f1 which does have the asymmetric fov...

I believe it should be a simple shader change to account for the offset projection center, anyone with shader knowledge that can chip in?

Oh let me say both rendertextures are the same for the right and left eyes, in the sense that both have the bars in the top and right