Support Quest at the cost of stereoscopic rendering on Go and Gear VR?
I managed to get my unity project to support Quest, Go and Gear VR (unity 2018.4.14f1LTS) (SDK v1.49.0) But somehow lost stereo rendering on Go and GearVR in the process. What might I check for? Any screenshots that would be useful for debugging? (ty for your time ^-^)1.1KViews0likes2CommentsSwitching between monoscopic video to stereoscopic video
Hi, I wanted to know if there was a possibilty to switch between a monoscopic video to a stereoscopic video without having to use both version in your project? The idea would be to change the right (or left) view to the other one. I am working in Unity 5.3 to deploy an app for Oculus Go. Currently I have my 360° video that is displayed through the skybox material with a render texture and I know that I may need to change those assets through script but I don't know how to turn the same video from stereo to mono. Thanks for your help!550Views0likes0CommentsOculus Rift black screen after sleep.
Hi , i found and fixed a bug i had with removing the Rift from the user head. Upon removing the headset the screen would go black and wouldnt recover, i only had to untick "MONOSCOPIC" from the OVRManager and solved the issue. Also there is a Bool called isUserPresent if anyone needs it. if anyone gets here, that should help, cheers!.529Views0likes0CommentsStereoscopic 360 rendering. OVR always starting in Mono?
Hi all, I'm trying to setup spherical panoramas in Unity and have done so monoscopically. Now I wish to try the stereoscopic version which means I need to access each camera. This couldn't be done with Unity's native support (that I could figure out easily) so I thought I'd try the new Oculus Utilities Package and access them via the prefab. That has changed now too I see (they only have one camera in the prefab, even at runtime. So I went into the OVRCameraRig setup and found the leftEyeCamera, and rightEyeCamera and found that their positions are exactly the same at runtime. The eye anchors are being set correctly I believe, but by default it appears each eye camera is being assigned the "centerEyeCamera" (see image attached). I didn't think I would have to assign them to their respective eyeAnchors manually.. Can anyone help with this or at least encountered this problem? Thanks!1.9KViews0likes6Comments[Oculus Utilities] Changing the variable 'OVRManager.instance.monoscopic' does nothing
Hello, We are currently developing an Android application using GearVR. Since we migrated on 2017.3, the variable OVRManager.instance.monoscopic of the OVR plugin utilities has no effect. On Unity 2017.1, if we changed this variable to true, we would effectively see our application in monoscopy. Since 2017.3, we are always in stereoscopy and we can not manage to change that. We use OVR 1.18 and it does the same on 1.21 Thanks in advance !1.5KViews0likes2CommentsMonoscopic background with render texture ?
I can't find information on how to achieve monoscopic background with RT applied to a quad. I was able to do it without trouble some time ago then something went wrong. No matter what it try i get weird results. Is this a known issue with actual Unity (5.3.4p5)/OVR Utils versions, or does someone have some advices ?2.6KViews0likes13Comments