Forum Discussion
adam
12 years agoHonored Guest
How to apply the Rift specific skybox?
Hi,
I've made the unity car-tutorial rift-ready (see here).
I want to switch to using the special Rift skybox but don't know how to go about it.
Could someone provide the steps to take the skybox from the rift-unity integration packages and apply them to another scene/project?
Thanks, Adam
I've made the unity car-tutorial rift-ready (see here).
I want to switch to using the special Rift skybox but don't know how to go about it.
Could someone provide the steps to take the skybox from the rift-unity integration packages and apply them to another scene/project?
Thanks, Adam
76 Replies
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- sorensilkHonored GuestAll I did was copy the one from the Tuscany demo. It lost some of the connections so I had to figure out the order of the tiles. I'll try to create a Prefab tonight so anyone can drop it into a project.
- cyberealityGrand ChampionThanks, sorensilk. That would be awesome if you could create a prefab.
- cyberealityGrand ChampionSeems to work to me. Thanks for putting this together.
- CosbyTronHonored GuestAwesome, thanks for doing this! Very handy to have in its own package.
- NoraHonored Guest
- NoraHonored GuestI provice new SkyboxMesh.cs .
A little bit changed.
- Support follow target.
- Selectable shape Cube or Sphere. - cyberealityGrand ChampionAwesome, Nora!
- drashHeroic ExplorerFantastic script, I'm sure this will be a big help to many. I've been stretching a single spherically-mapped texture along the inside of a big sphere, but even a 4K texture won't show very good detail doing that, so this script is excellent!
- MarbasHonored GuestGreat script Nora. Thanks!
The cubed skybox works fine when running the app inside the Editor, but for some odd reason the skybox isn't visible when run as a build (x86). Any ideas how to fix this?
*EDIT*
I tracked down the problem having something to do with the shader generated by the script.
On my end using the script's default "Unlit/Texture" doesn't work in build. (Works in editor)
Changing "Unlit/Texture" to "Self-Illumin/Diffuse" gives approximately the same visual effect and works in both editor and build.
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