Forum Discussion
sh0v0r
12 years agoProtege
How to do Multilayered Cameras With 0.4
Please see VRDaveb's response for a possible implementation 8-)
There are still problems and there is not a definitive solution that doesn't have issues.
Some people have reported it working for them but not with Image effects.
Current problems are duplicate images in one eye, latency between the updates of the sub cameras.
There are still problems and there is not a definitive solution that doesn't have issues.
Some people have reported it working for them but not with Image effects.
Current problems are duplicate images in one eye, latency between the updates of the sub cameras.
49 Replies
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- PoddenProtegeHmm does not seem to work with 0.4.0 SDK.
The Cameras without OVRController overwrite the rendertextures shown by the ones with convroller.
Altought I did get 2 OVRCameracontrollers to work now!
Just the Camera Depths on the second one to 0.1 and 1.1, change culling masks and clear flags as you want to and it works :) - sh0v0rProtege
"Podden" wrote:
Hmm does not seem to work with 0.4.0 SDK.
The Cameras without OVRController overwrite the rendertextures shown by the ones with convroller.
Altought I did get 2 OVRCameracontrollers to work now!
Just the Camera Depths on the second one to 0.1 and 1.1, change culling masks and clear flags as you want to and it works :)
The ones without the controller should be set to render first, not last.
e.g.
SlaveCams
FarRight = 0
FarLeft = 1
OVRControllerCams
NearRight = 2
NearLeft = 3
I have run into the 'Grey' screen problem though so my OVRController doesn't render at all and doesn't distort or do the chromatic aberration with the final composed frame.
[edit]
I did a build since they seem to work and you're right they get overridden, I jumped the gun because I hadn't set my layers correctly and was only seeing the far camera.
If you use 2 controllers you are likely to experience weird tracking problems mentioned in another thread.
The Grey screen problem is hugely frustrating there doesn't seem to be any sort of clear work around, it just doesn't work on quite a few configurations. - PoddenProtegeYep got tracking issues with 2 Controllers. I just tested the version with 4 Cameras under one Controller and this isn't working either.
damn, this is absolutely unusable :(.
We need multiple cameras, otherwise we ran into float inaccuracy. Space and other big world games cannot be produced with this. - vrdavebOculus StaffHere is a similar script that also takes care of the projection, target texture, and a few other things. To use this, just set up the OVRCameraController and OVRCamera rig for your near cameras and make a "sub-camera" for each of your far-cameras. It's designed to be the child of a separate GameObject, not under your OVRCameraController. This would allow you to, for example, put the main OVRCameraController rig in a stationary cockpit/in-car model and put the sub-cameras somewhere else in the scene. Or you could make the sub-cameras children of a GameObject that's a sibling to the OVRCameraController. Hope it helps.
- RaveTZProtegeWhat would be the best approach to cameras that simply need to render after the OVR cams? Mine are stationary for rendering various effects.
- vrdavebOculus StaffThe sample script here would only work with cameras that render before the OVRCameras. If you render more afterward, it could screw up TimeWarp timing. Can you move the OVRCamera scripts to your final camera rig?
- javdogHonored GuestSorta related, gui labels and buttons appear fine in editor, but when I create a build they are invisible, but their functionality still works. I currently have the gui cam on the player controller. Tried moving it down to the cam controller with no change. I don't know why I can see everything in editor work fine, but not in a standalone build??
- PoddenProtegeNICE!! Got it to work. Dave save's the day! Thanks a million for that :)
So it's GetCameraProjection. I found the targetTexture but could to found out how to distort the image similar to the main camera. - excelynxHonored Guest
"javdog" wrote:
Sorta related, gui labels and buttons appear fine in editor, but when I create a build they are invisible, but their functionality still works. I currently have the gui cam on the player controller. Tried moving it down to the cam controller with no change. I don't know why I can see everything in editor work fine, but not in a standalone build??
You're not alone! I noted the same issue here: https://developer.oculusvr.com/forums/viewtopic.php?f=37&t=10892&start=20#p145482 I use the OnGUI stuff for a fullscreen overly to fade in and out. - RaveTZProtege
"vrdaveb" wrote:
The sample script here would only work with cameras that render before the OVRCameras. If you render more afterward, it could screw up TimeWarp timing. Can you move the OVRCamera scripts to your final camera rig?
I got it to work with a modified version of your script but I had to remove TimeWarp as you suggested. My cameras need to render after the OVR cameras in my case.
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