There’s “collaboration” forum for that: https://forum.unity3d.com/forums/non-commercial-collaboration.17/
Did you see Arowx question?
LOL - you just haven’t found the right crappy VR implementation yet! Consider checking out some of the DK1-2 demo builds. Some were very rough with low framerates and very extreme movements.
LOL I even put a version of my CubeMark benchmark out for VR, it’s like floating around in a space based washing machine full of cubes, some people even said they liked it. They must have had a very high end GPU.
Why SPACE is limited in Unity:
Taken from → https://forum.unity3d.com/threads/64-bit-transform-component-please.188377/?_ga=1.144123253.1144772329.1475499923
For accurate physics and steady cameras you need to stay under 10k from origin using 32 bit transforms.
The latest version of PhysX have a move origin feature that would allow you to move in a larger 32 bit space grids (see roadmap).
You should be able to work around it with an Arcade style game e.g. old school tiling or boxing your ‘space’.
The Kerbal Space Program game wrote their own 64 bit transform and gravitational physics system to allow them to work to the scale of the solar system.
That’s awesome. ![]()
Have you seen the new and impressive Trailer for Osiris New Dawn
Made in Unity!
According Wiki: Made by a two man team over about 5 years! Osiris: New Dawn - Wikipedia
Is there more information on that?
Just a couple of links: