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LucaMefisto
10 years agoMeta Employee
Lens Flare not running on GearVR
Hello fellow developers.
I put a lens flare that is working great in unity and when I debug using my DK2, but when I play it on the gear it is not visible. :S Has anyone experienced something similar?
I am using Unity 5.1 and The legacty integration 0.6, I am having some performance issues with the newest).
PS: I do have a reason to use the lens flare, please don't say "you don't see flares with your naked eyes" :mrgreen:
I put a lens flare that is working great in unity and when I debug using my DK2, but when I play it on the gear it is not visible. :S Has anyone experienced something similar?
I am using Unity 5.1 and The legacty integration 0.6, I am having some performance issues with the newest).
PS: I do have a reason to use the lens flare, please don't say "you don't see flares with your naked eyes" :mrgreen:
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- cyberealityGrand ChampionThe legacy integration is for Unity 4. If you want to use Unity 5, it is better to use the Utilities.
Though, I'm not 100% sure that will solve your problem (but it might). - LucaMefistoMeta EmployeeWill give it a shot, but I am having some big problems with the latest utilities.
1) Can't read the accelerometer data on GearVR (but can do on the rift)
2)One nice thing to have in the legacy system is that fact that the cameras are rendering to a texture and you can use that texture (I use to fake some water drops without doing an expensive grab pass). But I cannot find those textures anymore when using the utilities :S - vrdavebOculus Staff
"MephestoKhaan" wrote:
I assume you're using OVRManager.display.acceleration. This should have been working on Gear VR as of Unity 5.2. What Unity version are you using?
Can't read the accelerometer data on GearVR (but can do on the rift)"MephestoKhaan" wrote:
Is GrabPass really more expensive in your use case? The pass is coming from a RenderTexture that we have internally allocated, so it should be cheaper than grabbing from the window surface. I'll see if we can avoid the extra blit.
One nice thing to have in the legacy system is that fact that the cameras are rendering to a texture and you can use that texture - LucaMefistoMeta Employee
"vrdaveb" wrote:
I assume you're using OVRManager.display.acceleration. This should have been working on Gear VR as of Unity 5.2. What Unity version are you using?
Regarding this please refer to this lonely post: viewtopic.php?f=37&t=26984 I was using 5.2 and the latest Mobile Utilites by that time with no joy :S"vrdaveb" wrote:
Is GrabPass really more expensive in your use case? The pass is coming from a RenderTexture that we have internally allocated, so it should be cheaper than grabbing from the window surface. I'll see if we can avoid the extra blit.
That's a very fair point and I will have to test further, anyway doing a grabpass or a blit won't be already more expensive than my current setup (doing none of them as I already know where the texture is)? When I tried in 5.2 the application runned sighly worse even though this effect (and the accelereometer thing) were not working.
Edit: either case I will try to update again in a couple of weeks, right now I have to leave a "polished" version for the VRTGO conference and rather lose the flares than everything else haha
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