Forum Discussion
Anonymous
10 years ago5.1.2p2 - lots of VR fixes
I just noticed the 5.1.2p2 patch is out with lots of fixes. Downloading now: http://unity3d.com/unity/qa/patch-releases Improvements VR: Added an option to allow Cameras to render specifi...
wheatgrinder
10 years agoExplorer
"ccs" wrote:
I can confirm both camera layering and separate left/right cameras work well now. The only catch is you have to disable these lines of code in OVRCameraRig.cs (Oculus should remove this now that this is no longer a restriction):
//Debug.LogWarning("Having a Camera on " + c.name + " is deprecated. Disabling the Camera. Please use the Camera on " + leftEyeCamera.name + " instead.");
//c.enabled = false;
If you don't disable those lines of code, you won't be able to stick cameras on the left and right anchors as this code will disable them as soon as you attach them to the gameobject.
This opens a lot of possibilities. I was able to use a main both-eye camera for main scene at depth 0, and then have two depth 1 cameras, one for each eye to accomplish per eye rendering for things that need that (3d movie overlay, special effects, etc.).
The only downside I can see, which others have mentioned, is that there doesn't appear to be a way to turn off tracking for specific cameras. All cameras now track the head, even if they are not on the camera rig and tracking anchors.
ccs
that sounds interesting, can you explain to the noob "why" I might want to do this? Can I improve performance by only rendering what is different for each eye? (but then isnt everything different for each eye?) or does this let me use things like bloom and other camera effects?
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 4 months ago