Forum Discussion
Podden
11 years agoProtege
0.4.3.1 implement a fallback for normal displays
I've succesfully implemented the new SDK from 0.4.2, so far it functions well.
But we have a fallback mode for normal displays and I find it hard to implement. Is it possible to change between normal cams und oculus cams at runtime?
I tried deactivating the whole OVRCameraRig but then I do not get HMDAcquired and HMDLost events.
Only deactivating the EyeAnchors seems okay, but then the viewport gets overlayed with stills of the last oculus frame while you can see the correct "Standard" Camera Setup working in the background. I can deactivate OVRManager in the Editor but the again no events fired when the oculus gets pluged back in.
Any chance to solve this?
Also some small improvements for the next version:
- I needed 15 Minutes to figure out why I do not get an image in editor while not playing. Seems to be the FOV of the cameras is set to 0 in the OVRCameraRig prefab :(
- Also no camera is taged "MainCamera". This causes some errors, too.
But we have a fallback mode for normal displays and I find it hard to implement. Is it possible to change between normal cams und oculus cams at runtime?
I tried deactivating the whole OVRCameraRig but then I do not get HMDAcquired and HMDLost events.
Only deactivating the EyeAnchors seems okay, but then the viewport gets overlayed with stills of the last oculus frame while you can see the correct "Standard" Camera Setup working in the background. I can deactivate OVRManager in the Editor but the again no events fired when the oculus gets pluged back in.
Any chance to solve this?
Also some small improvements for the next version:
- I needed 15 Minutes to figure out why I do not get an image in editor while not playing. Seems to be the FOV of the cameras is set to 0 in the OVRCameraRig prefab :(
- Also no camera is taged "MainCamera". This causes some errors, too.
3 Replies
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- cyberealityGrand ChampionStrange. I'm not sure I'm seeing what you're seeing.
I can ask about switching to a normal 2D camera.
I did not see any option to change the FOV within the public parameters. You should not need to do this, as the SDK has already carefully calculated this value. And I did test with the defaults, and everything looked good.
I also don't think you need a "MainCamera" and I don't see any errors or warnings (unless this was just fixed with 0.4.3.1). - cyberealityGrand ChampionHere is some guidance regarding creating a 2D camera. You have to set up a normal Unity Camera at the same transform as the OVRCameraRig and disable the OVRCameraRig. If you want all the same scripts and image effects as one of the stereo eyes, you could clone it using CTRL+D and drag it up to the same level as the rig. Hope that helps.
- PoddenProtegeThe MainCamera Tag is used in many scripts when they make usage of "Camera.main", this is especcialy helpful when switching cameras cause you can use the same variable for both cameras.
I'm now checking for "display.ispresent" myself as the OVRManager does nothing more for the Aquired and Lost delegate events. Now I can safely deactivate the complete OVRCameraRig. Works like a char :)
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