Unity 5 Virtual Reality Supported: Text shimmering / aliasing when running on GearVR
I've spent the last 2 days trying to figure this out but have not come up with a conclusion. I'd appreciate if anyone has experienced the same and any thoughts. Basically, I'm noticing that if I have a scene with text in it (world canvas and UI text component), when I build for GearVR with Unity's VR support, the text aliases like crazy. To be honest I'm not even sure 100% if it is plain old aliasing. The text just constantly shimmers. I tried moving things around in case, for some reason, I was getting z fighting on the canvas but it seems it is not. I tried enabling anti aliasing from the quality settings and neither does it seem to make a difference. Also seems like I need to create a new quality preset and set it as the default for Android for the antialiasing to even take effect when running on the GearVR. I tried tweaking the Canvas Scaler Dynamic and Reference pixels/unit settings (which are not entirely clear to me from the docs btw). But at most, I was able to make the text slightly blurry as mentioned in the Unity VR guide and it barely helps. I tried making the canvas and text huge and then scaling the canvas down to 0.05. finally I tried making my text bold and bigger. And that seemed to mitigate the shimmering to a certain extent but not 100%. But I've seen Unity apps for GearVR that don't exhibit this shimmering issue. So I am wondering what else might I be missing. I'm on 5.3.3.p3 if it makes any difference.Solved4.5KViews0likes3CommentsTyping here or leaving recorded voice messages and replies?
If there was a system or a way we could leave messages to our forum peeps then that would have been great. Its nice to hear someone's voive rather than type away. It also means that voice messages can interpret replies in a genuine manner so that we know if someone is kidding around or being serious about their comments and messages.4.1KViews0likes24CommentsDoes the Unity Editor support the Gear VR Controller? If not, how best can it be emulated?
This is a workflow-related question. While I'm developing my Gear VR app in Unity, can I use the VR controller directly within the editor on my PC when running? This would be much more convenient and speed up iteration time than having to constantly build the APK, install onto the phone, and test it there whenever I want to test some interaction-related changes. In case this isn't possible, what's the next best solution to reducing my development iteration time when using the controller? Is it possible to emulate it by pairing the phone to the PC, kind of like how Daydream's motion controller emulator works? Or should I just emulate both head and hand orientation with keyboard WASD keys and the mouse, respectively?3.9KViews0likes10Comments1.3.0 / Unity issue with Gear VR: Motion blur & juddering
Hi, When moving my head around, there is a judder issue (like a double texture rendering halo for a few ms), it's very visible with a B&W texture with only lines. - I tried other games on the oculus store with this gear VR and it's working well - When my app is starting, there is like 1/2 second without this problem, then a 'visual glitch', like if the system is re-adjusting the rendering, then this problem - I displayed the FPS on my app and it's between 50fps to 60fps - I have this issue even when I close one of my eye in the gear VR (it's not a stereoscopic vision issue) I cannot record it but this screenshot on geekzone (it's a different issue) is very similar to my rendering in VR (only when moving my head): http://www.geekzone.co.nz/imagessubs/blogfdbb14e244726b80556df55a0b54b5e8.jpg Any idea how to solve this issue ? I'm using a Samsung Gear VR / Galaxy S7 edge, Oculus 1.3.0 and Unity 5.3.4p2 (I tried with p1 same issue) Gui.3.7KViews0likes11Comments[Go / Gear VR] Nodes 'Has Input Focus' and 'Get VR Focus State' not working as intended
Hello! I'm having trouble pausing the game using either 'Has Input Focus' or 'Get VR Focus State' blueprint node (and passing certification). I'm also using 'Has System Overlay Present' to check and pause the game if the Oculus overlay is displayed (which works fine). I've checked this on Unreal binary distribution 4.18 and 4.19. Current behaviour is that after about 10 seconds from removing the headset the game pauses but it does not pass certification so I assume there has to be abetter way or something is wrong? I was also looking at 'UnrealSample' from Oculus SDK but couldn't find anything related to pausing the game in that situation. Behaviour is implemented inside Game Mode blueprint, the actors that supposed to pause have the 'Tick Even if Paused' disabled. If anyone has some ideas or samples (blueprint or c++) that could show the working way to do this I will be very thankful. My implementation (also tried 'Get VR Focus State' in place of 'Has Input Focus'):Solved3.2KViews0likes7CommentsUnity PlayerPrefs stored with app or Oculus framework?
I noticed that with a GearVR app made in Unity, a "PlayerPrefs" setting value seems to be persistent even after deleting the app data and even after uninstalling the app. It occurs to me that this might be explained if the PlayerPrefs are stored with the Oculus framework, and not as part of the app.2.9KViews0likes1CommentOvrPlugin.ipd doesn't work on gear vr
Hey guys, From Unity, it seems that the parameters "Stereo Separation" and Stereo Convergence" don't affect anythings. At least I didn't find the code that change any proprieties in the platform libs. I tried to use OvrPlugin.ipd but it's doesn't work, always return the default ipd 64mm. it means that on gear vr the sdk lock the ipd? maybe because the hw can't change the ipd of lens? I have also the same problem with OVRProfile.eyeHeight. I need to change it but I can't find a way Thanks2.5KViews0likes8Comments[Gear VR] Instanced Static Mesh component question
So I am still battling UE 4.13 and ISM. Regardless what Epic staff states, I don't believe ISM is supported in Gear VR. I used ISM actor with 8 instances of one of the Infinity Blade columns and I also simply duplicated those columns and merged meshes using Merge Actor tool. I put those 2 actors side by side (in a way that when one actor is fully in the view, close up, the other one is outside the FOV so it could be culled) and tested performance in-game on the device. When ISM actor is in the view, fps drops to 20 (that's besides the fact that ISM actor renders black on the device). When merged actor is in the view - no fps drop at all (and it gets rendered perfectly fine). @vrdaveb any idea if ISM is supported at all when doing VR rendering with ES2 path ? While ISM is more convenient than merged actors, I don't want to waste more time trying getting it to work on Gear VR. Thanks2.5KViews0likes11CommentsInvalid Package Name
I am attempting to submit an update to an app already on the Oculus Store. Despite the packages both having the same name I am receiving the following error: Invalid Package Name The package name for an app can't change, and must be the same for every version of the app. Please upload a version with the correct package name. I have double checked the app name and it is definitely the same. I have rebuilt a couple of times and been unable to get past this issue. Has anyone seen anything similar? Cheers Tom2KViews0likes3Comments