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MikeArms24's avatar
MikeArms24
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11 years ago

Issues with 0.4.0 including OnGui

I know a lot of people have posted similar issues but I'm going to post the ones that are most relevant to my own experience in case someone has found a workaround or has any insight.

#1- OnGUI
I know most don't use it but my entire game uses the standard Unity GUI and nothing renders using at all using it now. I think it has to do with the order in which things are rendered to the screen but I've tried every rift mode and disabling all the new services etc. I am in the process of converting to a new GUI system, but not having the standard GUI at all really hurts.

(edit: it was time for a new GUI anyway, this definitely sped up the oh crap process of converting to VRGUI (by Boone88 from Oculus) and I recommend to that anyone using standard GUI. I guess this was Oculus way of kindly saying stop using standard GUI now lol. So a bit of a good and bad there, still have the video player and lighting issues)

#2- Deferred Lighting
Obviously this one has been talked about a lot but it doesn't make any sense to redo all lighting in the game as a workaround so I'm pretty sure most are just waiting on the fix for this.

#3- Quicktime player
The $200 AVPro Quicktime asset we use now makes all rendering stop (except for some reason the GUI decides to come back but the GUI labels stick to the screen and just render on top of eachother). I can still access menus and such, it is purely a graphical issue. I'm looking into reasons this might be happening, as our Windows media player works fine.

Other than that, everything about DK2 is awesome. I love the positional tracking and the increased resolution. Does anyone else have the OnGUI issue?

7 Replies

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  • Thanks excelynx :) , Somehow I'm hoping the same issue with the deferred lighting is what's affecting OnGUI and even the video player and it all gets fixed in one go (and quickly lol)
  • In response to #3, does the Quicktime plugin do a camera change? I'm trying to track down a similar problem where, when I switch cameras all rendering stops but my UI elements (using NGUI) still update and show fine. I've seen one other post where they poster said they had a similar situation.
  • Hi JPulliam,
    The issue was related to another problem in the code unrelated to anything Oculus.
  • I am working on my DK2 update for Lost Loot and I had a screen fade that transitioned to black during scene switches. It used a texture over the entire screen using OnGui which is a fairly common practice. This doesn't work anymore. I am currently working against SDK 0.4.1. Wondering if this will start working again in another SDK update or are we no longer able to use OnGUI? What is the best approach for screen fading that works?
  • "MichaelSchenck" wrote:
    I am working on my DK2 update for Lost Loot and I had a screen fade that transitioned to black during scene switches. It used a texture over the entire screen using OnGui which is a fairly common practice. This doesn't work anymore. I am currently working against SDK 0.4.1. Wondering if this will start working again in another SDK update or are we no longer able to use OnGUI? What is the best approach for screen fading that works?

    ^^ This.

    I'm having the same problem and it looks like the current SDK is also trying to do the same in the OVRMenu so perhaps Oculus hasn't worked this out yet, either. It's quite jarring to jump around locations without a nice fade to black in-between.