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UltimateXR is a free, open source framework that facilitates the creation of VR applications.

Results 36 ultimatexr-unity issues
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The Pico SDK has worked fine for me on their v2.0.7 version, however, the controllers no longer work when using their latest v2.1.1 update. The headset itself is being tracked...

Scripts/Rendering/FX/UxrMagnifyingGlassUrp.cs Your last update to this script to avoid hard URP didn't seem to account for this line. line #268 UniversalRenderPipeline.RenderSingleCamera(context, refractionCamera); This will create a compile error when using...

bug

Got most things functioning properly with UXR Avatar (although planning to look into how to animate legs with smooth joystick locomotion and also when stepping like in FinalIK). However, sadly...

Hello, I don't know much about VR development, but I wanted to ask (since Unity editor works under Linux), does this framework support developing a game on Linux OS?

This could just be user error on my part. For my project I'm attempting to target Steam VR for desktop, and Oculus for Android (Quest 1/2) but it seems that...

Positional sensitivity of Mirror's Network Transform component apparently is too high, causing slow movements to not be transmitted until fast movements occur causing a desync in position for other clients....

I created this pull request to add WebXR support to Ultimate XR. I tried to maintain the same programming structure without affecting anything. I had to modify the Avatar prefab...

I'm trying to work with a project built in Unity 2021 and brought into 2022 which is using UltimateXR framework version v0.9.6. When it was in 2021 I had no...

Hi, I noticed that the hitquad gets rendered at the wrong location when using controller models with a custom forward transform. This happens because the forward transform used to calculate...

Bugs with controller buttons after a pause, like pressing home button and resume the app. Excuse me, how should I deal with it?