Forum Discussion
ChaosEmperor
10 years agoHonored Guest
Screen appears stretched when disabling mirroring
Hello,
I noticed a problem when trying to show different content on a monitor than what is on the Oculus VR. Whatever is displayed on the monitor gets stretched widely but what is displayed on the VR remains proper. I tried disabling the OVR prefab but it would still stretch as long as the "Virtual Reality Supported" check box is checked. If I uncheck it, it will still stretch if the OVR prefab is active. Trying to delay the activation will result in the OVR camera not rendering to the VR headset.
Is there any solution for this? :roll:
The following code is what I used to stop the mirroring to the monitor:
IEnumerator Start ()
{
yield return new WaitForEndOfFrame ();
UnityEngine.VR.VRSettings.showDeviceView = false;
}
Also, I am using Unity 5.3.1p3 (tried earlier versions with the same result) and Oculus SDK 0.8 with a DK2.
Any help would be appreciated. Thank you!
I noticed a problem when trying to show different content on a monitor than what is on the Oculus VR. Whatever is displayed on the monitor gets stretched widely but what is displayed on the VR remains proper. I tried disabling the OVR prefab but it would still stretch as long as the "Virtual Reality Supported" check box is checked. If I uncheck it, it will still stretch if the OVR prefab is active. Trying to delay the activation will result in the OVR camera not rendering to the VR headset.
Is there any solution for this? :roll:
The following code is what I used to stop the mirroring to the monitor:
IEnumerator Start ()
{
yield return new WaitForEndOfFrame ();
UnityEngine.VR.VRSettings.showDeviceView = false;
}
Also, I am using Unity 5.3.1p3 (tried earlier versions with the same result) and Oculus SDK 0.8 with a DK2.
Any help would be appreciated. Thank you!
8 Replies
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- vrdavebOculus StaffThe image on the main monitor is a copy of the image from your left eye in VR. The field of view in the Rift is much wider than that of a typical camera. If you want to show different content on the main monitor, you can set up a dedicated camera for it and set the Camera's "Target Eye" to "None".
- ChaosEmperorHonored GuestI have set it up like that. I have two cameras in the scene. One is for the main monitor where I assigned the Target Eye to "None (Main Display)" and the other is being the OVRCameraRig. The problem I am facing is that the display from the dedicated camera I setup for the monitor is being stretched widely when I enter playmode. It does not make sense as even when I check the FOV on the camera, it is the same even before I enter playmode and before the content is stretched.
- ChaosEmperorHonored GuestFor further clarification. Here is my views:
This is my game view before I enter playmode:
This is my game view after I enter playmdoe:
- vrdavebOculus StaffThis looks like a bug. It's supposed to query the current window dimensions each frame and preserve the correct aspect ratio like a normal camera would. We'll work with Unity to get this fixed. In the meantime, you may have to use a window that matches the aspect ratio of the left eye buffer.
- ChaosEmperorHonored GuestThat would explain it. I kept thinking that I must've done something wrong and almost gave up. I'll try changing the aspect ratio and see what happens. :D thank you for your response!
- ChaosEmperorHonored GuestAs you said, it's an aspect ratio bug. Changing the window's aspect ratio to 4:5 shows the appropriate result :D too bad it's too narrow to work with lol
- vrdavebOculus StaffUnity has found and fixed the bug. We expect it to ship within the next few weeks. In the meantime, you could use AutoHotkey or another tool to manage the window.
- ChaosEmperorHonored GuestThanks for the update and recommendation! Will do :D
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