I bought oculus quest 2 recently and using unity, i am trying to make games with it, but when i downloaded Oculus Integration, and walked through Getting starte
I'm working on a project that requires me to connect to an outside server from my oculus app, I want to do this via pushing a button. I have pretty limited C# k
It all happened when I declared the camera as global of type transform. Just wanted the debug ray to follow head movement and to be placed at the center. I mana
I am working on a scene with a character and a platform with a stairs. Character must move up and down of the stairs and jump from the platform: I move charac
I'm creating multiple nodes automatically and I want to arrange them around me, because at the moment I'm just increasing of 0.1 the current X location. capsu
I am pretty new to Swift, and SceneKit, and my current problem is that the custom shape I am trying to create is not showing up, even though the primitive shape
Screenshot #1 shows a simple SceneKit scene with only an ambient light (explicitly added, not the default one). Screenshot #2 shows what happens after adding a
I want to present some scene with PBR. I created metalness and roughness textures and want to apply it to the mesh. When I try to do it in Xcode - everything is
I have a question if you can answer me it will delight me. How do you enable the touch screen keyboard? Is it inside the XR Interaction Toolkit? I have no clue
I have seen some examples demo of ARKit where material A is blocking material B, kind of creating occlusion effect, or black hole, or masking. But all of them s
I'm making a virtual reality application for the oculus platform with the unity engine & experiencing a problem in the process. For some reason, when i'm ho
I'm trying to create something in A-frame (aframe.io) where when a button onclick event happens, a cube will change colors. Here is my current code: <script
I am trying to figure out a way to take a sphere in my scene and set the color of the sphere to a variable. How can I achieve this? I would also like it to upda
I'm still very new to SceneKit and SpriteKit and just started working on animating some SCNNodes. One thing I don't get is when to use SCNAction and when to us
I'm trying to render a frame, with realistic depth of field effect. I've already tried the depth of field properties in the camera node, but it doesn't produce
I've looked everywhere for this but I'm coming up blank. How do you replicate what Chris Lattner was demonstrating with Playgrounds and SceneKit at WWDC? I want
RealityKit has an option for .nonAR camera, but lacks fundamental options to build 3D nonAR apps, like camera control (.allowsCameraComtrol). Is it viable to us
I want to make a mix of virtual reality and augmented reality. The goal is I have a stereo camera (for each eyes). I tried to put two ARSCNView in a viewCotnro
I am working on a Swift/Cocoa/Xcode application. This application contains a SceneKit View. The rendering API is set to Default (I think this is Metal). If I
I want to implement a graphic raycaster/ laserpointer to the left Oculus controller, so I can interact with UI buttons in Unity. I have seen a lot of tutorials