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OVROverlay Underlay with gaps

Shiffle
Honored Guest
Recently I've been experimenting with using OVROverlay to render the UI for my app as the quality is much better than what can be achieved by default with Unity.
Since the app displays the controllers at all times, I tried using an Underlay to display the UI. The one issue I'm having is handling transparent spots inside my UI. So far, all of the examples with Underlays are displaying an opaque object and I can't figure out how to make it work with my UI.

Here's how it looks.2kexo256ehzu.jpga50lulrb8p2u.jpg
The first image uses an Underlay to display the UI, while the second is a regular world space canvas. The black background (1st pic) is a Quad with Underlay Impostor material. I understand that it is needed in order to render the Underlay but I'm having an issue with the empty spaces in-between that become filled.
If I understand this https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovroverlay/?locale=en_US correctly, by using Underlay, I'm placing the UI behind everything else in the scene.  I'm guessing that's why the Underlay's camera Solid Color is displayed.
My question is what setup is needed to render my UI Underlay with a "transparent" background? Will I need to place another Underlay behind it to act as skysphere?
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