Switch process is same of lorenzofranceschi's script. Checked Cardboard XR Plugin on XR Plug-in Management setting.
Added VR and Normal view switch component in the scene.Google Cardboard XR Plugin for Unity(get from Unity Package Manager, UPM): 1.2.0
My application must often switch between VR mode and Normal mode, therefore this switching problem is very critical issue. Check Editor or Player log for details.") If ( = null)ĭebug.LogError("Initializing XR Failed.
The code below works when I call for the first time the function StartXR() and the function StopXR() but if I call again the StartXR() function, the app crash or doesn't change screen mode. I suppose the issue is with the DeInitializeLoader() function. I wrote in to the Unity technologies forum but no solutions are found ( ). I follow the documentation but it doesn't work. To do that, check the Is Trigger in the Collider and use OnTriggerEnter instead of OnCollisionEnter.I'am developing a Unit圓D application and I used the Google Cardboard XR Plugin. That way, the collision between them will not alter anything in the remaining GameObject (like direction/velocity/etc). It'll be easier to configure the Layer Collision Matrix and improve the performance of your game.Īnother advice: for colliders that just destroys another GameObject (don't react, like bump or actually collide) I use triggers. If it's working, you should be able to press play and drag one GameObject into the other one and your Debug.Log will appear.Īs an advice, use tag names that better describe the group of GameObjects that will be part of it, like "RedCells" or "WhiteCells". one or both of the GameObjects have a small/wrong placed or absent Collider (check if they both have a Collider component and if their size are correct) The physics Layer Collision Matrix is set to not detect collision between the layers the objects are (enter Edit > Project > Phisics and check if the encounter of the layer of both GameObjects are checked inside Layer Collision Matrix) The GameObject from collision does not have a "Collider" tag (try to remove the if statement to test it) (to compare tags, use ("Collider"), it has a better performance) See the below collision matrix for more information. (check if at least one of them have a RigidBody attached and, if you are using OnCollisionEnter, does not have the "Is Kinematic" checked). At least one of the GameObjects involved needs to have a RigidBody. It can be several things, whether you are using OnTriggerEnter or OnCollisionEnter: The collider where I want to destroy my cell is the pink collider, however when it touches it it just does nothing, here's my script using System.Collections Īlso, here is the AddForce script using System.Collections (cant upload images because of my reputation, sorry) First, I know that this question has been asked a lot, but I cant find a solution, so mi problem is, Im making an educational game, and I have a vein and the blood flow (with many box colliders) and a single blood cell (also with a box collider) however i want the cell to destroy when it reaches the wall collider, but it doesn't it just stays there, here is the project!