Forum Discussion
yangguo
11 years agoHonored Guest
Show pre-distorted camera view in a desktop window??
I have a simple objective. I would like to show the pre-distorted left and right camera views on the user's main monitor. I actually have no need to show anything on the actual headset display. However, I am wanting to continue using the headset's IMU, tracker and initialization routines (determining FOV, resolution, IPD, etc.). How can I actually do this? I looked through the Oculus plugin C# code but I don't see where I can prevent the plugin from taking over control of the rendered output! :?
My configuration is as follows:
- Unity Integration Plugin v0.6.0 (which apparently uses Oculus runtime v0.5?!)
- Unity 5.1.0f3
Some things I have tried:
- OVRMirror (http://www.reddit.com/r/oculus/comments ... ay_mirror/) seems to fit my desired functionality the best but it was producing a black screens on the second window. It seems to have been written for an older version of the Oculus runtime v0.4.2. Has anyone gotten it to work on the configuration mentioned above?
- Switching to Unity native integration doesn't seem like a good option because there is not enough control and it crashes way too often.
Any help greatly appreciated! :lol:
My configuration is as follows:
- Unity Integration Plugin v0.6.0 (which apparently uses Oculus runtime v0.5?!)
- Unity 5.1.0f3
Some things I have tried:
- OVRMirror (http://www.reddit.com/r/oculus/comments ... ay_mirror/) seems to fit my desired functionality the best but it was producing a black screens on the second window. It seems to have been written for an older version of the Oculus runtime v0.4.2. Has anyone gotten it to work on the configuration mentioned above?
- Switching to Unity native integration doesn't seem like a good option because there is not enough control and it crashes way too often.
Any help greatly appreciated! :lol:
3 Replies
Replies have been turned off for this discussion
- cyberealityGrand ChampionYour best bet is using the first-party built-in VR support in Unity 5.1. It seems pretty solid to me in terms of stability, though I understand you lose some control.
- yangguoHonored Guest
"cybereality" wrote:
Your best bet is using the first-party built-in VR support in Unity 5.1. It seems pretty solid to me in terms of stability, though I understand you lose some control.
Unfortunately, first-party built-in VR support is not going to be suitable for me. It is too restrictive. The desktop display shows a single eye's view, which is not what I want. At the very least I want to have two eyes visible side-by-side on the desktop. On top of that, I want to do a lot of customization to the cameras being shown. - cyberealityGrand ChampionYeah, that makes sense.
Can you let me know specifically what kind of customization you need? I can inquire to see if it can be added.
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
- 6 months ago
- 9 months ago