Forum Discussion
Anonymous
11 years agoOculus OVRPlayerController skewed Right Camera
Hey Everyone,
I've tried the Unity forums, but should have known to come here first. I'm having the following issue and not sure how to fix it:
I've used the OVRPlayerController prefab in other projects but for some reason, while trying to setup the rift for a new scene the OVR prefab seems to be behaving oddly. My viewport looks like a correct left camera, but my right seems to be wide. I've verified my settings on the viewport rect with my other working scene and everything seems to match:
Left (X=0, Y=0, W=0.5, H=1) Right (X=0.5, Y=0, W=0.5, H=1)
Yet, the eyeports don't align properly. Has anyone experienced this issue?
I've noticed that it appears the right camera viewport rect is being set at runtime, possibly each frame. At runtime the right camera X viewport rect value moves from 0.5 to 0, even though when not running, its set to 0.5. If I pause the scene, I can manually change it back to 0.5 and it appears to fix the issue, but while running it overwrites back to 0. I'm not sure why this is.
Here's an image showing what is going on: http://answers.unity3d.com/storage/temp/28378-oculusview.png
I've tried the Unity forums, but should have known to come here first. I'm having the following issue and not sure how to fix it:
I've used the OVRPlayerController prefab in other projects but for some reason, while trying to setup the rift for a new scene the OVR prefab seems to be behaving oddly. My viewport looks like a correct left camera, but my right seems to be wide. I've verified my settings on the viewport rect with my other working scene and everything seems to match:
Left (X=0, Y=0, W=0.5, H=1) Right (X=0.5, Y=0, W=0.5, H=1)
Yet, the eyeports don't align properly. Has anyone experienced this issue?
I've noticed that it appears the right camera viewport rect is being set at runtime, possibly each frame. At runtime the right camera X viewport rect value moves from 0.5 to 0, even though when not running, its set to 0.5. If I pause the scene, I can manually change it back to 0.5 and it appears to fix the issue, but while running it overwrites back to 0. I'm not sure why this is.
Here's an image showing what is going on: http://answers.unity3d.com/storage/temp/28378-oculusview.png
1 Reply
Replies have been turned off for this discussion
- cyberealityGrand ChampionCan you upload a simple example project the shows the issue?
We haven't seen this one before and are having trouble reproducing. Thanks.
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 3 years ago
- 10 months ago
- 4 years ago