Forum Discussion
Yoirgl
8 years agoStart Partner
Unity - portals discussion and rendertexture help needed.
Hello everyone. I'm currently doing a small clone of portal (on Unity) for the kicks of it while waiting for Music Box to be released and get some feedback. Here you can see the progress on my po...
Yoirgl
8 years agoStart Partner
@imperativity
Hello again.
I think I understood what you meant but in this case, recursivity is not really the issue.
The issue happens even with recursivity set to 0 (I made it dynamic). -0 meaning only one camera per portal-
I'm just not entirely certain what you meant by "clear the depth". If you mean set the camera's clear flags to depth only, yes that is the case and that is also part of what's causing me so much troubles. .
The problem I have, as you can see in the small screen capture below, is that I cannot render both camera on 2 different depths without them "polluting" one another in certain cases. (check the depth modification on 2nd portal camera) .
https://youtu.be/Yl_WvTZq_LE
In the video if i change the depth on the camera to a value between 0 and -0.5 it'll seems OK but it won't be because then my blue portal will suffer the same issue as the red one. (although not visible on the current angle.)
I tried scissoring the screen to only render what was around the portal
per camera but that doesn't seem to work with a VR camera
Did I understand you correctly or is my problem a bit clearer ?
It's quite tricky to explain precisely.
Yoirgl.
Hello again.
I think I understood what you meant but in this case, recursivity is not really the issue.
The issue happens even with recursivity set to 0 (I made it dynamic). -0 meaning only one camera per portal-
I'm just not entirely certain what you meant by "clear the depth". If you mean set the camera's clear flags to depth only, yes that is the case and that is also part of what's causing me so much troubles. .
The problem I have, as you can see in the small screen capture below, is that I cannot render both camera on 2 different depths without them "polluting" one another in certain cases. (check the depth modification on 2nd portal camera) .
https://youtu.be/Yl_WvTZq_LE
In the video if i change the depth on the camera to a value between 0 and -0.5 it'll seems OK but it won't be because then my blue portal will suffer the same issue as the red one. (although not visible on the current angle.)
I tried scissoring the screen to only render what was around the portal
per camera but that doesn't seem to work with a VR camera
Did I understand you correctly or is my problem a bit clearer ?
It's quite tricky to explain precisely.
Yoirgl.
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