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volkerku
6 years agoExplorer
Quest dev in Unity Per Eye Cameras for stereoscopic content
I'm struggling with displaying stereoscopic (left/right) imagery in combination with geometry in the Quest.
Basically the setup is two spheres with the normal pointing inwards, one is on a left layer, the other on a right.
The camera rig has two cameras one targeting the left eye the other the right. Also the culling masks of cameras set accordingly.
(as an alternative I tried the Unity Skybox panoramic shader)
All this works great on a Rift and Quest.
However, if I add 3D geometry to the scene (on default layer), things get weird.
On the Rift it is ok, stereoscopic video in the background and 3D geometry in the foreground.
On the Quest, the geometry is only visible in one eye.
I tried everything I think, any ideas?
Basically the setup is two spheres with the normal pointing inwards, one is on a left layer, the other on a right.
The camera rig has two cameras one targeting the left eye the other the right. Also the culling masks of cameras set accordingly.
(as an alternative I tried the Unity Skybox panoramic shader)
All this works great on a Rift and Quest.
However, if I add 3D geometry to the scene (on default layer), things get weird.
On the Rift it is ok, stereoscopic video in the background and 3D geometry in the foreground.
On the Quest, the geometry is only visible in one eye.
I tried everything I think, any ideas?
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