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dbuck
12 years agoHonored Guest
default Skyboxes are painful
So it seems just setting the Skybox in the render settings area doesn't work, it looks like its setting the same image on each of the two cameras, which makes sense with the way unity works. I guess the standard workaround would be to place the skybox on an unlit texture as a cubemap on a cube at or near the camera far clip?
Thoughts on other alternatives?
Thoughts on other alternatives?
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- dbuckHonored GuestMaybe integration isn't the correct forum for this, apologies as this isn't really an issue for oculus, so much as a fundamental thing in unity to work around/use?
- heshamProtegeImport their skybox and just add whatever textures you want. Its basically a box and a different texture for each side. I used the default sunny one easily... the pain was figuring out which side got which texture. Also for the shader I used the texture only no lighting. I had to increase the size of the skybox to cover my entire level then set the max clip distance on the main rift camera controller to be far back enough to not clip the skybox when looking around. Looks pretty sweet. Any way to get animated skyboxes in unity?
- MrGeddingsExplorerits stated in the Unity Doc info that the default skyboxes that come with Unity does not work well with the Rift you need to add your own.
- ChaossExpert ProtegeAh see I have a special hate for Skyboxes, they are cheap and when viewed in stereo 3D you will notice the corners moreso. I would use a skysphere and do some trickery with layers for optimization. I would then create the gradient/background sky and clouds separately so you can put some motion into the clouds to breath more 'life' into the scene. You can even put a dynamically moving sun in and create a more realistic fog
- ScorpyXExplorerif all mean Tuscany demo there simply low low poly model for sky-box
its very easy to fix - i think some skybox methods from many common games will works fine
ps. usually its a huge model of sphere with flattened top
and volumetric clouds will be awesome too for depth feel - cyberealityGrand ChampionYes, the default Unity skybox won't really work for the Rift. It should be easy enough to pull out the skybox from our Tuscany demo and replace the images.
Hope that helps,
- Andres - CaliberMengskExplorerAll that said, it may be more worth it to just create simple sky's using things like billboards for clouds in the distance. That way you get more of the 3d effect. Better yet, you could use volumetric clouds as well.
- sh0v0rProtegeOuch, this could be painful for me, I'm planning to add support to Lunar Flight which uses the standard skyboxes.
http://www.shovsoft.com/lunarflight/wp-content/gallery/beta/ss_05.jpg - heshamProtegeThe problem is that the skybox transform needs to happen before the IPD transform for each eye, and since this is done in a plugin using what are probably out-of-the-box features you can't do that right now.
- JerwareExplorer
"sh0v0r" wrote:
Ouch, this could be painful for me, I'm planning to add support to Lunar Flight which uses the standard skyboxes.
http://www.shovsoft.com/lunarflight/wp-content/gallery/beta/ss_05.jpg
THAT looks awesome. I'd look forward to playing it. And don't worry about the skyboxes -- it really is as easy as copying the one from the Tuscany demo into your scene and replacing the textures. Have you looked at the "Space for Unity" extension in the Asset store? It creates some pretty sweet spherical backgrounds that would probably work fine with the Rift.
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