FrancescoFontana Posted September 14, 2020 Share Posted September 14, 2020 Hi, I only had experience with VR dev using the Wave SDK with Unity, I've never tried any other framework, I just got used to import the wavevr sdk, drag the WaveVR prefab, and manipulate it. Looking to the new release, I saw that is now listed as "SDK for Unity Legacy Plugin (Unity 2017.4+)", and I really would like to use a 2019+ version of Unity. So I tried to use the other method, the VIU approach, but I'm a little lost. As far as I understood, this approach is more generic, and it will allow my program to compile for other devices as well. Of course more generic implies that a lot of features already implemented in the sdk are no there, and I'm wondering if anyone can point me to the right direction. My questions are: 1) The Origin element in WaveVR_Render (WVR Pose origin on the ground/head/etc) exists somewhere? Or should I just place the prefab to an average human height? 2) The four cameras (center, both, left, right) are just replaced by the camera inside the ViveCameraRig? Any change there will be applied to both eyes? 3) If I want to change the rendering path to deferred, should I modify directly the Project Settings -> Graphics? Thanks for any information you can provide me, Francesco @Dario, @chengnay Link to comment Share on other sites More sharing options...
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