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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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- sh0v0rProtege
"Jerware" wrote:
"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.
Cheers, yeah I've had a chat to a friend of mine who has solved this problem for a 'Cave' system that has a 360 degree projection environment, he's going to let me have his plugin that takes the cube map and projects it onto a sphere mesh.
I've made a post about the game in the 'Works in Progress' if you want to know more about it, you can already buy it on Steam. viewtopic.php?f=29&t=190
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