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FAQ
mika edited this page Sep 6, 2020
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13 revisions
- Yes.
- For mobile vr devices, you can use point mesh converter (not the DX11 viewer)
- Check if your Unity titlebar has text "
<DX11>
", if it says "<DX11 on DX10GPU>
" that won't work - Also set your Camera background to white, just in case the points are black
- Points can also far away from view, try using (x) AutoOffset near 0,0,0
- Points might be scaled too much (so they become one single point in scene), try without scaling or with different values
- You need to download the custom DX11 versions, more info here
- Yes (tested with DK1 and DK2) *Should work the same way with CV1
- No (but you can email me your sample file so I can test it and let you know if it works)
- DX11 version doesn't work, but the Mesh version works (and you cannot have many million points, or else its too slow)
- DX11 version doesn't, but the Mesh version works
- Mac Metal shader as DX11 alternative is included since v2.40
- DX11 version wont work
- Point Mesh version works, use android point shader
- Partially yes, command buffer rendering doesnt work yet and some shaders (that use lights/shadows, wont work)
- Not tested, but should work the same way as URP, since URP/HDRP now support OnRenderObject()