Applying Different Post Processing Effects to Left and Right Cameras with OVRCameraRig
Hello, I want to apply different post processing effects to each eye in my application for the Meta Quest 2, using Unity. My Unity Version is 2022.3.7f1, and I am using the latest Occulus Integration assets package, 55.0. As suggested in the documentation, I have replaced my main camera with an OVRCameraRig, and succesfully compiled and ran the application. Now, I want to apply different post processing effects to the left eye and the right eye. I have checked the "Use Per Eyes Cameras" checkbox, and applied different solid color backgrounds to LeftEyeAnchor and RightEyeAnchor, but it seems that only one of the backgrounds is used, both when running in unity and when running on the headset. An interesting phenomena is that in the Unity editor, when I change the background color of *either* camera, it changes the background color in both eyes. The cameras' locations seem to be in the correct places.948Views0likes0CommentsSeperate Geometry displayed in Left / Right Eye to create Stereo Photos on Quest?
Dear community, we have gathered today, to discuss a rather important question: Is it possible to render different things in left and right eye, respectively? Everything works flawlessly in the Editor and Oculus Link, but the build doesn't show the texture in 3D, only flat. This is my setup: In Unity I put 2 Planes at the same location, 1 with left eye texture, 1 with right eye texture. Both are set to different layers. Culling masks of OVRCameraRig's 'LeftEyeAnchor' / 'RightEyeAnchor' are set to exclude one of the two layers, so the left eye sees plane 1, right eye sees plane 2. In OVRCameraRig Settings I already enabled "Use Per Eye Cameras". This works with Oculus Link. Goal: Display a stereoscopic photo inside a Unity scene Problem: The build doesn't work on the Quest. Is that because it renders in a single pass? Any help appreciated! The right solution receives 10$ via paypal ;) Best Felix2KViews0likes2CommentsrightHandAnchor does not move with the controller
If I drop in LocalAvatar, I see the hands and controller avatars fine and they follow the hand movement. I can also get the rotation and position of the controllers with code no problem. However, if I drop a gun model as a child of rightHandAnchor or RightControllerAnchor in OVRCameraRig, when I play the game in the headset the gun model is fixed in place. I have tried with the LocalAvatar at the same time and the avatars move, but the gun model is fixed... also tried without the LocalAvatar. I made sure this was in the manifest: <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> Any thoughts as to how to resolve? Thx!726Views0likes0Comments