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OVROverlay rendering incorrectly with Single Pass rendering turned on

matthew_barney
Honored Guest
Hello,

I am currently working on a GearVR application in Unity using version 2017.1.1f1, and we are having issues OVROverlays since switching to Single Pass rendering. We have an OVROverlay that we use as part of our initial splash flow. When we were using multipass rendering the OVROverlay appeared centered and scaled correctly. Now it appears offset to the right, further away, and has jagged seams around the edge of the quad.

I'm just curious if this is a known issue, and if there is any known solution to this problem. I'm currently experimenting with different options but so far nothing has produced the desired visual result.
5 REPLIES 5

matthew_barney
Honored Guest


Hi,

What version of Oculus Utilities are you using? 

Only 1.18 is expected to
work with single-pass on mobile.


We are using 1.18.1

gallmatt
Honored Guest
Hello,

We are also experiencing this issue in our project with Unity 5.6.3p4 and Oculus Utilities version 1.18.1 

gallmatt
Honored Guest
@imperativity
 Have you attempted to reproduce it in the latest 5.6 editor? Our project will not be upgraded from 5.6 to 2017 so using 2017.1.2p2 is not a valid option for us. It may work for matthew.barney though

gallmatt
Honored Guest
@imperativity
 We updated to utilities 1.19 when it was released, but it did not resolve the issue.

gallmatt
Honored Guest
@imperativity
Here's a link to download a sample with 5.6.4p1 and Oculus Utilities 1.19. The sample scene has an overlay and a renderer of the same size on top of each other so that you can clearly see the issue on device. It was tested with a Galaxy S8 running Android 7. https://drive.google.com/open?id=1-9Z5Ha3_wso86C1Ww3nDSyALxq8qMlyf