I'm going to use this to save everything, to export it. Isn't that cool? I don't want two ping pong tables, but I'm going to do something more important than that. It's an asset that I could drag it in if I wanted yet another ping pong table. And if we do that, it actually creates what we call a prefab, which is a preexisting thing. Once we've got everything inside the same object, we can drag it from the hierarchy which are the things that are currently in this particular scene into the project, which has all the assets, the saved files that we've got. Why have I done that? Well, because I'm going to show you a trick. Okay, so that's all set up quite nicely, and we've got everything inside this object ping pong table. I can just sort of move it that way I want it. The Y is fine so they should be at a move. So I'm going to set the other bits of the ping pong table to the base and the top to be at X and Z zero. I was not very careful when I created it. So here we are.I'm going to also tidy up a few things about this, okay? If you look at the ping pong table, the center of the ping pong table is actually in a slightly weird place for this ping pong table. So they're all inside the main ping pong game object which isn't have not been called Ping Pong. I want the ball, the bat and the ping pong table. And I'm going to add all of the bits to do with ping pong to it. So I'm going to move all these down to the bottom, and I'm going to create a new game object, an empty one called PingPong, which I'll create in one place, there. And I'm going to show you a way of doing that. So what I'm going to do is I want this ping pong table, the ping pong ball and the bat to import into a new project. So I think, I find it's best if you're using NewtonVR to start with a blank NewtonVR project and then import your other assets. Now, it's really good but one of the downsides, it can be a little tricky to set up in your own project, and I had trouble with that. And it's free, and it's a great starting point. So we're going to use a plugin called NewtonVR, which makes it very easy to create sort of interactive behavior with physics objects. So we're not going to work with the built-in thing. Now, in this video, we're going to look at that, but we're going to use a plugin that makes it easy to do that. We actually want to pick up our ping pong ball and play ping pong. Maybe I'm digging in the wrong direction? I can give more info about the setup: Unity Version 2018.2, using NewtonVR, etc etc - let me know what you need to know to tell me what I need to know.We now know how to create physics objects that allow us to do the dynamic movements and interesting interactions, but we haven't been able to interact with them yet. Is this known behavior for Vsync? Is Vsync ever used as a protective process for the GPU? Seems to be bass ackwards right now.Īpologies if this is a commonly-known topic - I didn't see a ton of info in my searches. to mitigate, but i still find the spike in CPU and GPU usage somewhat disturbing. I am actively reducing my quality settings, etc. This never happened (afaik) before I boosted the quality settings. running, oddities, other processes push the computer (in its elevated consumption state) over the edge and the game crashes. What I think is happening: Vsync/WaitForGPU is spiking CPU/GPU usage, and as things are. is it not? This feels like a problem in my use case. Forums say Vsync/WaitforGPU is not a problem, but. To be clear, this coincides with the GPU/CPU spike. When I take the headset off, the VSync process spikes, crushing the framerate to 15fps or so. When I put the headset on, the GPU consumption dips (?!!) to 30 - 40%. Turns out the build was running at around 60% GPU usage while idle. According to the logs, it's due to a ProAV error that the comp was out of resources. However, since it is now running on a higher quality setting, the game has been crashing. I deleted some of the low-quality export settings - due to the way the game was launched (batch script), it seemed to auto-select the lowest existing quality setting every time. The display setup: there is an Oculus headset and a projector, which, when the headset is not used, displays a video (using ProAV), and when the game is getting played, mirrors what you see in the headset on the screen. This game sits dormant most of the day, and is only used occasionally. This experience runs on a dedicated Alienware PC (Nvidia 1080) in one location, and that's all it needs to do. I'm attempting to maintain a Unity experience that uses an Oculus Rift S headset. I'm a long-time listener, first time caller.
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