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Anselm's avatar
Anselm
Explorer
11 years ago

Change viewport rect of Oculus?

So I'm currently using the 0.4.3 SDK on Unity 5. I'm doing some stuff with my game screen, and as a result I'd like the overall oculus view to draw to only half of the screen.

Is there any support in the API to change the viewport rect of the oculus output? I've tried changing the viewports of the individual cameras, but it has no effect since processing is handled in the scripts.

6 Replies

  • Can you better explain what you are trying to accomplish? I'm not sure I understand. Thanks.
  • Basically I'm faking two windows with Unity. The screen size is 3840x1080, so it displays over two 1920x1080 monitors.

    Since the standalone is technically running at 3840x1080, the Oculus player controller draws over both monitors, however I would like it to draw at halfscale (1920x1080), so that it only displays on one monitor.

    I had a technique working on an older version of the SDK, but I had too upgrade to 0.4.3 for some other reasons, and my method no longer works.
  • Has there been any progress on this? You were able to do this on previous versions of the SDK by adjusting the Camera View Rect of the OVR cameras, but since I upgraded to 0.4.3 I no longer have any control over where the Rift draws on the screen.
  • Been a few months, is this something that is at least being considered?

    The company i work for makes alot of training applications that want to use Oculus but are having to settle for inferior products.

    We've had some success networking the applications, basically same application but the second one has the control GUI and a duplication of the first scene. Side by side on the same PC, locally connected. Not ideal.
  • I don't believe this is supported. It's best to just use two computers and network them.