Unity - portals discussion and rendertexture help needed.
Hello everyone.
I'm currently doing a small clone of portal (on Unity) for the kicks of it while waiting for Music Box to be released and get some feedback.
Here you can see the progress on my portal clone
https://youtu.be/zRj8HomsCYA
For the moment for the portals I'm using a render depth shader allowing me to see straight trough my current camera's to see the "portal camera". It works quite nice and fast but it can end up having some glitches i cannot solve because they are caused by render depth issues.
I made a few tests to have it work with rendertextures. But rendertextures seems to be updating too late (rotating my head makes the texture "shift" to one side for a split second until it's back at the right place) it's very quick but it makes it feel "wrong".
Is there a way to make sure "portal camera" + rendertextures are always updated before an image is sent to the headset (ASW included ?)
Any help is welcome.
Yoirgl.
I'm currently doing a small clone of portal (on Unity) for the kicks of it while waiting for Music Box to be released and get some feedback.
Here you can see the progress on my portal clone
https://youtu.be/zRj8HomsCYA
For the moment for the portals I'm using a render depth shader allowing me to see straight trough my current camera's to see the "portal camera". It works quite nice and fast but it can end up having some glitches i cannot solve because they are caused by render depth issues.
I made a few tests to have it work with rendertextures. But rendertextures seems to be updating too late (rotating my head makes the texture "shift" to one side for a split second until it's back at the right place) it's very quick but it makes it feel "wrong".
Is there a way to make sure "portal camera" + rendertextures are always updated before an image is sent to the headset (ASW included ?)
Any help is welcome.
Yoirgl.
