Stereoscopic 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!1.9KViews0likes6CommentsStereoscopic 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!1.7KViews0likes5Comments