Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
rubixcube6's avatar
rubixcube6
Explorer
12 years ago

Is this a known issue with Unity3D?

I noticed a while back that when I align an object vertically with the cameras (like a crosshair), It would appear too high when seeing it in the rift. Even the default Oculus SDK menu seems a bit high. It is rendering the entire view a bit too high and out of frame.

Any Ideas on how to fix this? here's a screenshot

5 Replies

  • Hmm.. haven't seen this one before. Thanks for bringing it to my attention.
  • Your welcome. Here's a bit of extra info if it helps:

    Unity Version: Unity 4.5.2
    Oculus SDK v0.4.2
    Graphics Card: NVIDIA GeForce GT 545
    Windows 7 64bit SP1
  • I asked the guys and it appears this is, in fact, a known issue.

    We are looking to fix it eventually, but I don't know when that will happen.
  • Are you using the default player height in the configuration utility? I think Unity may place its menus based on the default.
  • "cybereality" wrote:
    I asked the guys and it appears this is, in fact, a known issue.

    We are looking to fix it eventually, but I don't know when that will happen.


    Good to know. Thanks for checking!

    "HartLabs" wrote:
    Are you using the default player height in the configuration utility? I think Unity may place its menus based on the default.


    yea I tried messing with player height, eye height, and a few other things like camera root position, and neck position. nothing changes it.

    Here's something else I noticed while messing with settings. If I go to player settings and check Use Direct3D 11 it will still be too high, but it fills in the transparent area off screen.

    Direct3D 11 Enabled:


    Direct3D 11 Disabled: