Forum Discussion
sephirenn
9 years agoHonored Guest
Unity Culling Objects in Peripheral Vision in CV1
Hello,
I'm using Unity 5.3.4f1 and I'm having an issue. I've changed the scale of the "OVRCameraRig" to 100, 100, 100. Now, when I look around my test scene, I'm noticing that objects are getting culled (disappearing and reappearing) at the edge of my vision, which is pretty distracting. Is there some other modifications I need to make to the camera to make this work normally again since I changed the scale?
I'm using Unity 5.3.4f1 and I'm having an issue. I've changed the scale of the "OVRCameraRig" to 100, 100, 100. Now, when I look around my test scene, I'm noticing that objects are getting culled (disappearing and reappearing) at the edge of my vision, which is pretty distracting. Is there some other modifications I need to make to the camera to make this work normally again since I changed the scale?
7 Replies
Replies have been turned off for this discussion
- vrdavebOculus StaffBe sure to scale the near and far clip planes on your Cameras to match the scale of the OVRCameraRig.
- sephirennHonored GuestThanks for the response! Unfortunately it still seems to be doing the same thing. The only change I made based on your advice was to multiply the "Clipping Planes" on the "CenterEyeAnchor" by 100 (since that was the scale I used on the "OVRCarmeraRig". This resulting in a Near value of 10, and a Far value of 100,000.
Is there anything else I can do to fix this? Or is there an easy way to disable the functionality completely? (I already tried unchecking the "Occlusion Culling" checkbox but that also did not solve the issue.) Thanks!
PS - When the objects disappear/reappear, it is the entire object which is doing this, not "slices" of the object like I would usually associate with the clipping planes. - vrdavebOculus Staff
objects are getting culled (disappearing and reappearing) at the edge of my vision
This actually sounds like a bug in Unity's per-object frustum culling. In VR, it uses a special frustum that is supposed to be the union of the two eyes. Can you try the following?
1) Upgrade to Unity 5.3.4p6
2) Make sure you're using Utilities 1.3.2
3) If the issue still persists, click Help > Report a bug... and share the case number Unity sends you here.
- sephirennHonored GuestHello again,
I've updated to 5.3.4p6 and confirmed that I was in fact using Utilities 1.3.2, but I still saw the issue. I've done as you said and reported the bug. The case number is 798307. Thanks for all your help with this so far! - vrdavebOculus StaffThanks for reporting this. We've pointed it out to Unity.
- sephirennHonored GuestHello, just wanted to update. Unity has now removed my bug as they've said it is a duplicate of an existing bug (http://issuetracker.unity3d.com/issues/openvr-culling-in-left-eye-slightly-off). I sent them an e-mail on this as I do not really agree. After looking at that bug, I found 4 big differences:1) Does the "OVRCameraRig" use the OpenVR framework? As I found this issue using this object, and not the native support in Unity.2) I found this issue on the Rift CV1, not on the Vive. I don't know if this matters but I imagine it may have an impact.3) The frustrum culling is happening in BOTH eyes, not just the left eye4) This does not happen if you leave the scale of the "OVRCameraRig" to its default of 1,1,1. It only happens once I increase the scale to 100,100,100.
Not sure if you can check this out or if there is anything we can do about it at this point (or if you can confirm that this is in fact the same root issue that the bug I've listed above mentions).
Thanks. - vrdavebOculus StaffThanks, I've let them know it's likely a different issue.
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
- 1 year ago
- 3 years ago