In my last blog post, I wrote about how to set the VR run mode of an executable. I mentioned using command line arguments and detecting them inside Unity. I didn’t get into how you actually detect command line args because it turned out they weren’t really needed to accomplish what I was blogging about,… Continue reading Getting command line arguments in a Unity executable
Before I get into this, it turns out that Unity have changed how this works in Unity 2020 (possibly by accident, by who knows?) .. so if you’re using Unity 2020 you will need to do things differently. Thankfully, I’ve written up a post about doing that right here. Otherwise, if you’re using Unity 2019… Continue reading Launching a Unity (2019 only) exe in either VR or non-VR mode with a command line argument
I use Github Desktop. I like Github Desktop. It is, for the most part, easy to use and the best way to keep my code safe during a project, to have the luxury of time travel when I mess up and a good way to collaborate. The downside is that when things inevitably go wrong… Continue reading “GIT gud”, or .. escaping the jaws of a total GIT of a disaster.
If you need some help getting started with OpenXR, I took some time to put together the Unity OpenXR example into a project that should work straight outta the zip. Well, at least one of the scenes will.. to be honest I didn’t test the others because all I was interested in was whether or… Continue reading Unity 2020.2.6 OpenXR example project
OpenXR allows us to use the same code for multiple controllers without modification. That’s great, but figuring out how to implement them is tricky. You first need to subscribe to specific types of device connections and disconnections. When a device connects, you need to check it to make sure that it has the characteristics of… Continue reading A Script for Controllers (Vive/Index/Oculus) to Use with OpenXR in Unity 2020