Forum Discussion
zebazcapo
12 years agoExplorer
Use GUI Texture With Rift
Hi, i am trying to use a RED 100% fullscreen GUI Texture to fade when the Player is Hit, it works in my common version of the game but wehn i use the Rift it doesnt show that texture. Can anyone hel me please! Thanks in advance! :mrgreen:
11 Replies
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- AnonymousThat's odd.. I've had no trouble, and I know I'm using a GUI texture shader on a couple of things. Are you drawing a rect with GUI commands or do you have the texture on a plane/mesh? I think the only way it may show up properly is if you have it on a plane or mesh, making sure that the geometry is just a bit out in front of the Rift cameras. Don't forget that the neck model pushes the camera out a bit in the forward vector, so you'll have to account for that too when placing your geometry.
- zebazcapoExplorerwell i will try that but as i saw in a Tutorial you can just go to create object then guitexture (put the texture in it) and dont apply it to anything and it will be shown in the main camera, i tested it without the OVRPlayer Controller and it worked but when i use the OVRPlayer controller i cant see it.
- zebazcapoExplorerWell may be i didnt explained myself ok, what i am trying to do is this: http://answers.unity3d.com/questions/31193/screen-flashes-red-when-taking-damage.html
It works with a normal player controller and cammera but not with the oculus prefab. - cyberealityGrand ChampionYes, I am seeing the same issue.
Let me see what I can find out. - zebazcapoExplorerwell, may be i can use a red point light while i try to find another better sollution, i saw games like dreadhalls do the red camera effect ok so there must be some way to do it.
- cyberealityGrand ChampionYou can probably take a look at how the GUI is done in the Tuscany demo and just copy that method.
- zebazcapoExplorerGood idea i will take a look to that to see what are they using, i dont remember where they can be using a GUI texture because you dont get any damage in tuscani demo, i am not at home right now so as soon as i get there i will see if they use it! Thanks for the idea!
- bdeschryverExplorerHey guys,
I looked also at the Tuscany demo for this, but I think it is maybe quite heavy implementation for just a single color to be displayed full screen (with alpha control).
Would there be easiest methods ?
I am thinking of just creating a standard wide rectangle which I would place in front of both cameras (and child of them to have it move when the player moves his head). As it is a entire plane of uniform color, I think this would not be a problem with stereoscopic display, right ?
Any other idea or comments ? - cruncher3019Honored Guest
- bdeschryverExploreradding a simple GIU layer to both camera did the trick ! thanks !
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