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ericliga
10 years agoProtege
How to set the render scale for a single world-space compositor layer in Unity?
I have a mesh with a texture that includes some critical text, and I'd like to render very sharply for readability. So I'm hoping to put it on its own world-space compositor layer and then bump the render scale on that layer only.
I've associated the OVROverlay script with the world-space quad mesh in question. If I read the docs right, that should cause the Oculus renderer to treat it as its own compositor layer. But I can't see a good way to set the render scale for that layer ONLY. I could associate an OVRManager script (which does expose a render scale option) with the object, but it's my understanding that that behaves as a singleton under the hood, so it would apply the render scale universally rather than to just the one layer.
Any guidance?
I've associated the OVROverlay script with the world-space quad mesh in question. If I read the docs right, that should cause the Oculus renderer to treat it as its own compositor layer. But I can't see a good way to set the render scale for that layer ONLY. I could associate an OVRManager script (which does expose a render scale option) with the object, but it's my understanding that that behaves as a singleton under the hood, so it would apply the render scale universally rather than to just the one layer.
Any guidance?
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- vrdavebOculus StaffVRSettings.renderScale (and renderViewportScale) does not affect OVROverlay quads, only the main eye buffers used by Unity. OVROverlay actually uses whatever resolution you pass for the original texture. It will be limited by the resolution of the panel. If your texture is significantly higher resolution than the panel, be sure to generate mipmaps and enable trilinear filtering in the import settings to avoid aliasing.
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