Stereoscopic UI
Hello, Is there a way to render UI (canvas) elements in Unity per eye? I have image buttons and I'd like to have a separate image for each eye. I assigned each image to it's own layer and added or removed that layer from camera's culling mask but It doesn't work. It works for 3d objects (like sphere that I use to render 360 stereo video). I can assign the whole Canvas to an eye, but not it's children. One of the solutions I came up with is to replace images with plane objects, but this is my last resort since buttons contain other children and this would complicate things. Any suggestion or solution very much appreciated!1.7KViews0likes5CommentsMenu Canvas Not Responsive
Details Unity Version: Set-Up: Meta Integration: Meta XR All-in-One SDK Using Oculus Quest 2 Hello! I am not new to VR development but I am for some reason struggling to build this new app I am currently working on. I have three issues. 1. I am trying to add a Menu/intro scene in my app but the Canvas I have created is not responsive. The UIHelpers are working on hit-target, but the buttons are not. E.g., a button that should bring you to the start scene does not work. I have checked and re-checked the script and all the steps of this tutorial that I used in the past for other projects, but I cannot understand why it isn't working. 2. The Menu Scene is not showing when loading the build - I am automatically redirected to the main scene. It only works when I remove the Main scene from the list of the scenes to load. Any suggestions for this issue? 3. Grabbable props I am using are not showing in the scene. I am following the official Meta guideline to build this app, although it should be simpler to create experiences in software using the Meta XR All in One integration I am finding it extremely frustrating as it is the second time I had to start from scratch. Shall I follow a more traditional approach and follow the Unity VR tutorials or is there anyone who can advise me on how to create a VR app without encountering these many issues? Thank you. MetaStoreHelpSolved1.5KViews0likes1Comment[Unity] Can't use controller to select button inside UI scroll
Hello, I'm trying to use Unity UI Scroll with UIButtons inside, but i can't get em to work with the controllers, but its working fine with hands gesture. The problem is with the sensitivity of the button to unselect, like if I can hold the controller without shaking its possible to selected but the normal use, the simple act of pressing the controller you move a little and the MetaQuest only registe the scroll movement and not the click.Solved1.4KViews0likes4CommentsHow to manage ray interactions on multiple Unity Canvases on top of each other?
Hi, How do I manage disabling and enabling multiple world space canvases so the Ray interactions work properly, when the canvases are placed in front of each other? The UI canvases are default Unity world space canvases with ray interactions added with the quick actions described in this article: Add an Interaction with QuickActions | Oculus Developers The problem is that I have two worldspace canvases with ray interactions placed in front of each other, kinda like in layers. When I disable the canvas gameobject in front, the interactor cursor hits the disabled (invisible canvas) and does not properly pass through to hit the second canvas (which it should do). How can I ensure the cursor interacts with the first active/visible canvas and does not get captured by disabled ones?1.1KViews0likes4CommentsHow 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 2022.3.11900Views2likes5CommentsUI element with transparent parts in the sprite bleeds into panel
Hello, My simple setup is: - Canvas -- Panel (opaque dark grey) --- Button (unity default button with uisprite with transparent sides, I just darkened the color) The problem is that the transparent parts of the Button sprite also makes the panel transparent. This makes the panel look like it has a transparent border around the button. See image. See the light areas around the buttons, this is actually the background being visible through the panel. I have tried various image import settings. I have tried psd and png format with a square image and only defining transparency with the alpha channel. It still has the transparency issues with the panel. Has anyone any idea how to solve this?843Views0likes1CommentChecking if canvas world space is visible in CenterEyeAnchor
Hi guys, I've been struggling wanting to check if canvas world space is within the viewport of the camera. I've used renderer.isvisible but it always return me null. The effect that I am looking for is similiar to what Samsung Internet browser for Gear VR. Whenever you end up looking at blank space, the “Tap touchpad to reposition screen” message will appear, and you will be able to reorient the screen by selecting the message. Please provide me with your assistance Thank you802Views0likes2CommentsInteraction SDK - Confusion About RayExamples Material Types
The RayExamples scene has Curved surfaces that allow for various material types: Alpha Cutout, Alpha Blended, and Underlay (only viewable on-device) I cannot tell the difference between the `Alpha Cutout` and `Underlay` materials. I'm viewing it on my Meta Quest 3.799Views0likes1CommentHow to use Texture Coords to Raycast on UI?
Is it possible to use Texture Coords to cast a ray on a canvas UI? I'm extracting the texture coords from a rendertexture and now I want to cast these coords onto a canvas UI. I've been looking through the OVRRaycaster script, but I can't make heads or tails on what kind of parameters it needs to cast a graphic raycast. Any help would be greatly appreciated. Jesper751Views0likes1CommentCanvas does not render when outside of OVR CameraRig 'reach'
I have a big tutorial image (it's big, because otherwise text tip on it look ugly) I tried repositioning it in different manners to achieve best quality and at some point it just does not render if the canvas is outside of that OVR CameraRig 'FOV box' or whatever that thing is. How do I change it? Update In Unity's preview all 3 cameras show the canvas just fine, however, when I build it and launch on Oculus Go something black covers the canvas and I have to either look up, down, left or right for a part of canvas to render.751Views0likes0Comments