Forum Discussion
ima747
12 years agoExplorer
Gray Display in Unity (Mac)
I have 2 projects where I am integrating the new SDK. Both had previous version of the SDK in them, which I have deleted (OVR and Plugins folders and the camera prefab which is all I used from the SDK in the scene). Using the 0.4.1 SDK on Mac I'm seeing the following when I import and then toss the camera prefab into my scene where it used to be.
Project #1
* If I don't turn off my 2d camera then I see that (in the past the OVR camera would take over so this wasn't needed)
* If I turn off or delete my 2d camera I get a gray screen. Selecting the OVRCameraController shows the same just flat gray in the preview so I presume I'm seeing that camera as I should, it's just that camera isn't getting the 2 eye cams...
* Selecting either eye shows the proper preview for each, implying that they are working fine, but not getting combined for the final output (hence the gray screen)
Project #2
* Doesn't have a 2d camera to disable or delete (purely a VR experiment)
* Sometimes I get the same gray screen (usually after trying the other project, which makes me guess it's somehow in the Oculus service/drivers/etc. rather than just unity since it will persist between launches of Unity and projects)
* One time I got the left eye working and the right eye got stuck displaying the health and safety dialog... can't reproduce
* Sometimes it works fine (mostly this)
* Sometimes when I get the gray screen if I turn the rift off and then back on it will being working (seems to be about 50% of the time I can fix it like this. This off/on approach has no effect on project 1)
Any thoughts? I've rebooted and replugged things etc. Didn't have issues in windows under 0.4.0 with a proper configuration (mirroring, etc.). Even when I get gray the demo scene in the config util works fine. It doesn't matter what screen the game view is on in unity so it doesn't appear to be hardware or Unity, or other drivers, seems localized to the Oculus mac SDK under some peculiar configuration in Project 1, which I have yet to figure out. Does the layer of the OVRCameraController play some roll by any chance?
Project #1
* If I don't turn off my 2d camera then I see that (in the past the OVR camera would take over so this wasn't needed)
* If I turn off or delete my 2d camera I get a gray screen. Selecting the OVRCameraController shows the same just flat gray in the preview so I presume I'm seeing that camera as I should, it's just that camera isn't getting the 2 eye cams...
* Selecting either eye shows the proper preview for each, implying that they are working fine, but not getting combined for the final output (hence the gray screen)
Project #2
* Doesn't have a 2d camera to disable or delete (purely a VR experiment)
* Sometimes I get the same gray screen (usually after trying the other project, which makes me guess it's somehow in the Oculus service/drivers/etc. rather than just unity since it will persist between launches of Unity and projects)
* One time I got the left eye working and the right eye got stuck displaying the health and safety dialog... can't reproduce
* Sometimes it works fine (mostly this)
* Sometimes when I get the gray screen if I turn the rift off and then back on it will being working (seems to be about 50% of the time I can fix it like this. This off/on approach has no effect on project 1)
Any thoughts? I've rebooted and replugged things etc. Didn't have issues in windows under 0.4.0 with a proper configuration (mirroring, etc.). Even when I get gray the demo scene in the config util works fine. It doesn't matter what screen the game view is on in unity so it doesn't appear to be hardware or Unity, or other drivers, seems localized to the Oculus mac SDK under some peculiar configuration in Project 1, which I have yet to figure out. Does the layer of the OVRCameraController play some roll by any chance?
23 Replies
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- ima747ExplorerNo, my gray display is the whole Game tab just drawing the Unity UI background color as it is rendering the wrong camera (the dummy/testing camera, not the eyes). Per above, it is triggered by the Game tab being in a window *other* than the window containing the scene tab.
To my uninformed eye, it would look like what you are seeing might be the embedded menu system going wrong or some other sort of artifact... - CubicleNinjasProtegeAh, okay. Thanks for the clarification iama747!
- edwonProtegeAnybody have a fix for this? I've got the same setup and getting the same issue
- AnonymousI am also getting this exact same issue, but it doesn't happen 100% of the time. I'm on a Windows 7 64-bit Asus with an NVidia 640M.
I do not know what's causing it. I really think it might be related to that Health & Safety warning, which sometimes never goes away unless I unplug everything and plug it back in, or jam on left click and any keyboard button in the input window a few times. - RaveTZProtege
"CubicleNinjas" wrote:
Does the gray display look something like this?
"vrdaveb" wrote:
When the game view renders gray, does another area of the editor turn black or show corruption?
I'm seeing corruptions. The top bar in Unity corrupts on play and stop. Textures also can be impacted by this, having the glitch effect. The game view looks like the below for a second.
A recent thread on this issue here as well."vrdaveb" wrote:
Thanks. This should behave better when the next release goes out.
Sweet!
Thats the issue I'm seeing as well - weasel47Heroic ExplorerI'm on PC, not Mac.
I used a Unity Pro trial for 30 days and did not encounter this issue at all. This evening my trial period ended and I bought a Unity Pro license. Now I'm having the gray display issue in the editor and getting just a black screen in the newly compiled Direct to Rift exe.
Sometimes I see the expected two-eye view in the Game Window if press play in the editor without the Game Window maximized. Then if I turn on "maximize on play" nothing gets maximized when I press play and I still see the editor window. If I turn off "maximize on play" again, the Game Window stays gray afterwards.
Edit: actually, what I'm seeing in the Game Window is a frozen view / still screenshot. The Scene Window shows the OVRCameraController responding to movement of the HMD and shows my custom crosshair object moving, but the Game Window shows the view and the crosshair object in their original positions still. If I minimize Unity and restore it, I see the Game Window with an updated view, which is still a still image. The window doesn't update until I minimize and restore again. If I have "maximize on play" enabled, I get the same result except that the maximized Game Window doesn't show until I've minimized and restored Unity once. - RaveTZProtegeTo fix it, simply go to
Edit>Graphics Emulation>Shader Model 3.0 - weasel47Heroic Explorer
"RaveTZ" wrote:
To fix it, simply go to
Edit>Graphics Emulation>Shader Model 3.0
That didn't help, unfortunately. Nothing has changed. - weasel47Heroic ExplorerOk, so it seems my problems were caused by shaders that the Rift doesn't like in Unity Pro, even though it had no issues with them in my Unity Pro Trial. I had made a Frankenstein's Monster of a shader (cobbled together from other shaders, because I don't know that much about writing them yet) for a crosshair child object of the OVR Camera Controller. If I switch to some other, built-in shaders, things work again. Switching to the built-in (I believe) shader "Particles/Multiply (Double)" causes everything to stop working again, so it's not just mine. (That's the one most similar to my own.)
It also seems that once I build an exe with the problematic shader once, Unity stops being able to display OVR Game Mode properly from that point on, even when I've switched the shader and created a working exe. I'll see if restarting Unity and/or my computer fix that...
Who knows, maybe I actually have two unrelated issues that only appear to be related.
Edit: I does appear to be a separate issue. I can still compile working exe files, but each time I restart the editor, Game mode seems to display properly exactly one time (whether maximized on play or not) and then stop working subsequent times. - sfbaystudiosHonored GuestJust got my DK2 in today. I am also having this problem.
I can create a new project and import the Tuscany scene, and it usually works once, then only shows a grey or black screen after that. :/
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