安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
I have not seen this in 5.3.3f1. Are you using a later version? Is this only on the game window, or also in the headset? If it's just in the game window, you can flip the quad easily enough in the SteamVR_GameView script.
But the strange thing is that the example scene worked fine in 5.3.3f1 (don't remember if that was in my project or in en ampty project with just the plugin). I tried it in 5.3.0f4 in my project and then it crashes Unity, just after the message "you can now put on your headset'. I tried it in an empty project with just the plugin and then it works fine in 5.3.0f4 as well.
Will do some more troubleshooting tomorrow.
Had a brainwave right after shutting everything down: it's the build settings.
My project was originally developed for Gear VR, so it has the build platform set to Android. After switching it to Windows it worked on 5.3.0 and after re-installing 5.3.3f1 also there.
I'm guessing we're just in a relatively bad spot for a week or two more. I'm hoping we'll see the release of the new SteamVR version with native Unity integration will occur at/with GDC (the week after next). Remember, Unity 5.4 is scheduled to be released during that week as well (March 16th). If so, 5.4.0f1 with a new native SteamVR will probably be the preferred platform. If not, I'd recommend 5.2.2p1 or earlier, based on my testing.
If anyone else has had any experiences that differ from this, I'd love to hear more details.