OVROverlay issues
We use OVROverlay to display a static stereo cubemap image. We found there are some issues in OVROverlay implementation: 1. GPU Memory wasteful As current implementation. we submit a texture(appTexture) to OVROverlay. then based on it, OVROverlay creates 3 stage texture and copy contents from appTexture. With stereo layout. the number of textures in GPU will be 8 (4 per eye). Since our texture is static. the extract 3 textures per eye are unnecessary. Is there any way to reduce the stage count or reuse same texture on every stage? 2. Heavily texture copy operation OVROverlay does one Blit operation and one CopyTexture operation on every frame. even the appTexture is unchanged. There is a field named `isDynamic`, as it's comment says: `If true, the texture's content is copied to the compositor each frame.` But in fact. It does nothing except changing frameIndex. texture's content still copied on each frame Environment: Unity 2017.4.1f / Oculus Utilities 1.24.0949Views2likes1CommentHow can I display hands over OVROverlay?
I am using the OVRCanvasMeshRenderer script to display a curved canvas using OVROverlay. Using this for a spatial web browser, and OVROverlay provides the best visual clarity. Problem is that the canvas now displays over everything. I cannot figure out a way to mask the hands to display over the canvas. I read a few posts that suggested enabling XR Depth Submission, and this makes no difference. Is there an example of how to go about this anywhere? Using Meta SDK V 62 on Unity 2022.3.11951Views2likes5CommentsXR Rig camera with OVRManager
I'm a bit confused about the compatibility of the XR Plugin and Oculus Integration download from the Asset Store. I need to use the OVROverlay script found in the Oculus Integration Package. This requires the OVRManager to be running - which is normally attached and initialized with the OVRCameraRig. Is it possible to use the OVROverlay without using the OVRCameraRig, using instead the XR Plugin's camera rig?2.4KViews1like2CommentsOVROverlay Underlay issue
@imperativity et al: I have an Oculus Go/Samsung GearVR Application developed using Unity. Since I am relatively new to Oculus Overlay renderings and the documentations ( for beginners ) are far from ideal, I need the forum's help. Scenario: I am trying to play a video. The texture is obtained from Native Android Exoplayer, Blit for Left/Right Eye and populated through OverrideOverlayTextureInfo. Also, I have a static cubemap which I would like to render it behind the video. For design purpose, Underlay was chosen to be the Overlay shape. I would like the the cylindrical video to be underlayed in front of the cubemap. Expected Scenario : A scene which has the static cubemap and the video playing. Actual Scenario : An empty scene with just the audio playing. Currently, I am in 1.28. Backtraced and it seems to be working in 1.14. Settings: 1) Skybox Settings => Solid Color Background : (255,255,255,0). 2) Projection : Perspective. 4) Composition depth: 1 for cylindrical video. 2 for cubemap ( As per the documentation - /// The compositionDepth defines the order of the OVROverlays in composition. The overlay/underlay with smaller compositionDepth would be composited in the front of the overlay/underlay with larger compositionDepth.) 5) Unity :2018.2.0f2 ( same behavior in Unity 2017.2 ) 6 OVR : 1.28 Possible Trials from my side: 1) Changed the Skybox settings from Alpha = 0 through 1. Still an empty scene. 2) Debugged the information going into OverrideOverlayTextureInfo from my app. The information seems to be the same on both OVR 1.14 and OVR 1.28. And yet 1.28 renders an empty scene and last known version to work for me was 1.14. 3) Changed from OVRPlugin.LayerFlags.TextureOriginAtBottomLeft to OVRPlugin.LayerFlags.NoAllocation. Still an empty scene. What/where possibly is my setup or process incorrect? Please help. Thanks and Cheers, VK1.8KViews1like2Comments[Oculus Go] OVROverlay with cubemap - HOWTO ?
I'm new to Unity and Oculus development and can't get OVROverlay to work, at all. I'm developping for Oculus Go, everything is set up correctly, I guess (even if the documentation is really lacking IMHO), I can build and send my app to the Go and see whatever I put there (a cube, for instance !). My goal for now is simple : render a high quality stereoscopic cubemap using overlay, as this seems to be the best option quality-wise. Of course, I've carefuly read the official documentation : https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovroverlay/ and tried to research all I could, but can't get it to display anything. BTW, why the doc is mentionning the OVRRTOverlayConnector script, which is nowhere to be found ? I'm using latest everything (Unity 2018.1.0f2 and Oculus Utilities 1.25.2). For now in my scene there is an OVRCameraRig, a gameobject (empty) with OVROverlay script as a component (I've also tried adding OVR Manager as seen in the screenshot in official docs, and Mesh filter quad, but I don't understand what it does) and a simple cube. I've also tried to clear the skybox, with no effect apart from removing the sky... As you can see, I'm really lost, and even with a solid experience with internet research, there is quite nothing clear about all of this :) Could somebody point me in the right direction for using OVROverlay to display a cubemap ? Thank you very much !5.5KViews1like12Comments