Forum Discussion
phileday
11 years agoMember
disable "call in pre-render" in sdk 4?
Currently developing the video player Whirligig
I had a problem in the previous version of the sdk in unity that would cause a lag on the left eye. Disabling call in pre-render in the oculus setting on the prefab would fix this. Now I've installing the new version disabling this option is no longer available. Is there a way to disable it or fix the issue.
Bad practice attaching menus to the CameraRight?
This is one way I've glued menus to the face. Again with call pre render on, the left eye would have lag and the menu on the left eye would jitter, off fixed the problem once again. Is it bad practice to attach stuff to the CameraRight and if so what is the best way to glue to the face?
Any help would be appreciated.
Phil
I had a problem in the previous version of the sdk in unity that would cause a lag on the left eye. Disabling call in pre-render in the oculus setting on the prefab would fix this. Now I've installing the new version disabling this option is no longer available. Is there a way to disable it or fix the issue.
Bad practice attaching menus to the CameraRight?
This is one way I've glued menus to the face. Again with call pre render on, the left eye would have lag and the menu on the left eye would jitter, off fixed the problem once again. Is it bad practice to attach stuff to the CameraRight and if so what is the best way to glue to the face?
Any help would be appreciated.
Phil
2 Replies
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- JonDadleyHonored Guest
"phileday" wrote:
Currently developing the video player Whirligig
I had a problem in the previous version of the sdk in unity that would cause a lag on the left eye. Disabling call in pre-render in the oculus setting on the prefab would fix this. Now I've installing the new version disabling this option is no longer available. Is there a way to disable it or fix the issue.
Bad practice attaching menus to the CameraRight?
This is one way I've glued menus to the face. Again with call pre render on, the left eye would have lag and the menu on the left eye would jitter, off fixed the problem once again. Is it bad practice to attach stuff to the CameraRight and if so what is the best way to glue to the face?
Any help would be appreciated.
Phil
I may be mis-understanding your requirements but as a general rule you shouldn't be glueing anything to the players face at all. The motto is "out in space, not stuck to your face". As a few people have pointed out, Oculus' own health warning splash doesn't follow this rule (which is one of the reasons it's quite intrusive). - philedayMemberIt is a GUI menu for the player. I originally designed it so that when a video was paused it would appear allowing people to choose a different video, change the tilt etc. I have since updated it so that the gluing can be turned off and on, however I still want it be something that people can choose to have glued if they want. The Gui is skinable so people have loads of different options that they can change if they want to.
Regarding the gluing and bad practice. Is it technically bad to parent an object to CameraRight? Is this whats causing the left eye lag? And if so what is the best way to connect the rotation movement of the camera to another object?
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