如何asset store导入steamvr plugin 1.1.0

SteamVR Developer Hardware
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Bug in Unity plugin, SteamVR_TrackedObject.cs
A small thing, but it affected us.If a tracked controller is turned off by holding down the power button for 8 seconds, SteamVR_TrackedObject.isValid will continue to be true.Note that if the user turns off the controller by selecting 'Turn off controller' from the menu that shows after holding down the button for 3 seconds, this issue does not occur.My guess is that this also happens when the batteries die.I fixed the bug by adding isValid = to OnDisable(): void OnDisable() {
SteamVR_Utils.Event.Remove(&new_poses&, OnNewPoses);
isValid = }
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Date Posted: 5 May @ 1:34pmPosts: 0
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SteamVR Unity Plugin: Issue with Water in Standalones (but works in editor)
I recently found what I feel to be the best water simulation for Unity and would really like to use this for our current project (in case anyone's interested: it's PlayWay Water from the Unity Asset Store - I had just found out about it after buying two other packages that I wasn't too happy with).This works just fine in the editor but when I do a standalone build, I'm getting rather weird artefacts instead of the water rendering properly. This does not happen when not using SteamVR Camera Rig (in other words: if I just use a &normal camera&, the standalone build renders just fine but when using Camera Rig, it only works in the editor but not in the standalone build).I'm already in contact with the author of this package and we've tried a few things but so far, to no avail. So we need a little help:What in the way SteamVR renders to the headset could be causing this?Are there any differences between what SteamVR does in the editor and what it does in standalones?I have created a little video that illustrates the issue - first I've screencaptured the scene running in the editor (works fine), then I've captured running the standalone (shows the artefacts):This also does pretty awesome storms (this video is only in the editor):
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Date Posted: 2 Dec, 2015 @ 3:40amPosts: 1
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做了很长时间的了,但是从没有写过一篇博客,有人说:“写博客是成为大神的必经之路”。所以想着抽空多谢谢博客,一来巩固下知识和技术,二来分享下开发经验。不过刚开始,肯定写的不好,希望大家能谅解下。既然出发点是巩固知识和技术,所以想着这条进军之路最好还是从头开始讲起。那么,今天这篇文章的内容主要就是开发的第一步。首先先介绍下我的开发环境:Unity3D 5.3.1f1;SteamVR的unity3d工具包(StreamVRPlugin.unitypackage)StreamVRPlugin.unitypackage导入unity3D,删除初始化场景中的默认主相机Main Camera,将SteamVR/Prefabs/[CameraRig]拖入场景。点击运行,就可以运行场景了。这里我用的VR设备是。我们可以先来看下预设件CameraRig的结构。[CameraRig]Controller (left)ModelController (right)ModelCamera (head)Camera (eye)Camera (ears)Controller (left)、Controller (right)分别对应左手控制柄和右手控制柄,Camera (eye)、Camera (ears)分别对应VR头盔上的屏幕和耳机。了解完CameraRig后,我们来看下CameraRig上的挂接组件——SteamVR_PlayArea。(活动范围框的组件)我们来看下组件的属性:Border Thickness:绘制活动范围框的粗细;Wireframe Height:线框的高度,线框是干什么用的呢?就是当你带上头盔后,当前位置快要到达活动范围的边界时,会出现线框来提醒你。Draw Wireframe When Selected Only:从字面意来解释是“只有在选择时才会绘制线框”,不知道是不是我的理解有误,我也一直不明白这个勾选属性到底是做什么用的,实际测试也没有测试出它的用途。所以如果有哪位大神知道的话,还望告知一二。Draw In Game:勾选后,当运行游戏时,就会绘制活动范围框;Size:活动范围框的大小;下来框中有4个选项(Calibrated、400X300、300X225、200X150),其中Calibrated选项为自动校准(根据现实的活动范围设置来自动校准)Color:活动范围框的颜色值。SteamVR的开发工具主要需要了解的也就这些了,至于SteamVR的互动开发,需要再用到一个开源工具包,放在下一个博客来讲了。
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