Forum Discussion
glardon
9 years agoHonored Guest
Unity3D GearVR viewport issue
Hi,
Working on a VR app for GearVR, we realized that our reticle seemed to be a little shiffted on the right.
I tried to watch the phone screen outside the Gear and i realized that (have a look to the screenshot).
The screenshot was taken on a galaxy s7 edge, we have the same thing on a standard galaxy s7.
Is this a Unity bug (i'm on 5.4) ?
Does anybody have a tip to correct that ?
Thanks
Working on a VR app for GearVR, we realized that our reticle seemed to be a little shiffted on the right.
I tried to watch the phone screen outside the Gear and i realized that (have a look to the screenshot).
The screenshot was taken on a galaxy s7 edge, we have the same thing on a standard galaxy s7.
Is this a Unity bug (i'm on 5.4) ?
Does anybody have a tip to correct that ?
Thanks
4 Replies
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- vrdavebOculus StaffIf your goal is to have the reticle appear at the same point in the image for each eye, you should probably render it very far away from the user, with a shader that ignores the depth test. However, this will look wrong and make the user feel cross-eyed. Instead, it's more common to raycast from the Camera, along its look-at direction and draw the reticle/cursor at the point where the ray intersects with the scene. Have a look at https://developer3.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5, for example.
- glardonHonored GuestHi,
Thank you about the reticle. I'm doing like that now effectively.
But is it normal that the scene, the left eye, is a cut on the left ? - vrdavebOculus StaffYou mean the fact that the eye mesh is shifted slightly to the left of the image? Yes, that is to make it line up properly with the optics in the headset.
- glardonHonored GuestOK, that is what i was thinking.
Thank you for confirmation.
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