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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 specifically to left/right eye for stereo 3D.
Fixes
(695727) - VR Oculus: Camera Viewport Rect now takes up the appropriate amount of Screen space.
(703281) - VR Oculus: Fixed crash when trying to access VRSettings.GetNativePtr while the Oculus HMD was not connected.
(none) - VR Oculus: HMD can now be connected to application after it has already started. It can also be disconnected and reconnected during application run time.
(none) - VR Oculus: Update to latest oculus dependencies.
(none) - VR: Camera transforms now reset when VRSettings.enabled is false or the loadedDevice is set to none. Camera parent transforms are not effected.
(none) - VR: Fixed stereo rendering regression.
(none) - VR: Improved MSAA performance by only antialiasing eye textures, not the composited back buffer.
(691345) - VR: Reenable vsync when device is disconnected.
(none) - VR: Virtual Reality Supported toggle in player settings no longer recreates the Graphics Device. VRSettings defaults to enabled and oculus if Virtual Reality is supported.
http://unity3d.com/unity/qa/patch-releases
Improvements
VR: Added an option to allow Cameras to render specifically to left/right eye for stereo 3D.
Fixes
(695727) - VR Oculus: Camera Viewport Rect now takes up the appropriate amount of Screen space.
(703281) - VR Oculus: Fixed crash when trying to access VRSettings.GetNativePtr while the Oculus HMD was not connected.
(none) - VR Oculus: HMD can now be connected to application after it has already started. It can also be disconnected and reconnected during application run time.
(none) - VR Oculus: Update to latest oculus dependencies.
(none) - VR: Camera transforms now reset when VRSettings.enabled is false or the loadedDevice is set to none. Camera parent transforms are not effected.
(none) - VR: Fixed stereo rendering regression.
(none) - VR: Improved MSAA performance by only antialiasing eye textures, not the composited back buffer.
(691345) - VR: Reenable vsync when device is disconnected.
(none) - VR: Virtual Reality Supported toggle in player settings no longer recreates the Graphics Device. VRSettings defaults to enabled and oculus if Virtual Reality is supported.
27 Replies
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- philedayMHCP MemberGot it all working and really pleased as it appears to be working as I hoped. I still have a few things that would be good to address. There aren't that many commands available for the VR yet. For instance you can't turn the tracking off and on, you can't detect whether the health and safety warning is still visible and probably a couple of others I am currently unaware of :)
All in all though really good. I was a bit worried they weren't going to add per eye rendering for a while if at all so the fact they have is a really good sign for future updates. - GeraldExpert Protegedoes this fix the bug where shadows are only visible on one eye?
- weasel47Heroic Explorer
"Gerald" wrote:
does this fix the bug where shadows are only visible on one eye?
I'm still seeing this issue. Interestingly, it seems to happen when I decrease the distance of a light. It doesn't happen at distance 10 (and I haven't tried larger). - Lupus_SolusProtegeBreaks the Rewired asset :( Had to roll back /cry :(
- dargouderHonored Guest
"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
I attempted doing this and placed a cube on the left and a sphere on the right, set the cull masks on the respective cameras (and layered the objects) however the sphere appeared on neither and the left appeared on both. Does the camera rig prefab automatically placing the left camera as the main central one? - ApprovedAnonymousI did a similar test to yours. I rendered a ball red in left eye and blue in right eye. What I did is remove the main camera from the center anchor, and placed 2 cameras back, one on left anchor and one on right, selected the correct eye from the camera dropdown and set the culling mask and object layers, and it worked exactly as expected. Maybe you missed a step with the layers or the camera eye selection dropdown.
- dargouderHonored GuestRemoving the camera is not working as it's just resetting it, so I disabled it instead. "Selected the correct eye from the camera dropdown" that's the missing step though I'm unsure where to do that, I just attached a normal camera to each eye.
- drashHeroic Explorer
"dargouder" wrote:
"Selected the correct eye from the camera dropdown" that's the missing step though I'm unsure where to do that, I just attached a normal camera to each eye.
I believe what this means is to look at the "Target Eye" at the bottom of the Camera's inspector properties, and pick Left for the left camera, Right for the right camera, etc. By default it's Both. - dargouderHonored GuestThat's odd I can't see that here http://imgur.com/x0f5f2g, is it a pro only version?
- drashHeroic Explorer
"dargouder" wrote:
That's odd I can't see that here http://imgur.com/x0f5f2g, is it a pro only version?
I wouldn't think it is a pro-only feature, but I'm not sure. I believe it was added in 5.1.2p2 though, so ensure you've got that specific patch version (or newer).
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