Camera working fine in Unity Editor, but breaking down after a few seconds in the standalone exe
Hello, I'm facing a problem that I can not really debug, and I feel like I'm missing some crucial step in building for Windows. So any insight would be much appreciated. I also asked the identical question over at Rift board, so I apologize for duplicates. But I just realized Unity Development is the correct place, not Rift. Basically, when I run any game that I'm building in the Unity editor it works just fine. But when I export the game as an exe and run it from there, within seconds, the frames start cascading down, getting squished vertically and leaving jittery trails at the top. - The version of Unity is 2019.2.9f1, with Oculus Integration Asset from the asset store, v1.43 - The headset is Oculus Rift S and - The monitor is running at 2560 x 1440 resolution. I captured a video of what it looks like, but apparently I can't attach links yet. So I made a low quality gif which essentially shows what's going on: Has anyone else encountered a problem like this? As I said it seems like I'm missing a step, but I follow the instructions by Oculus Documentation and there doesn't seem to be anything out of order. Thanks in advance585Views0likes0CommentsQuest Unity Eye Ghosting Issue
I cannot take a picture or video of this issue as it only happens in the headset. For some reason when moving the head around there are weird transparent ghosting of all objects around you. Best way to explain is when you move your head an object such as a tree will have a black transparent version of itself be left behind for a quarter of a second. It is doing this on all of our apps. Not sure what is going on. Ghosting is what I would call or, or it is not rendering fast enough.1.1KViews0likes2CommentsHow to add realtime VFX with 360 Stereoscopic content ?
Hi everyone, I'm trying to add interactivity to 360 Stereoscopic content. Simply I have a car and when I look at it the beam start to grow up and 1 sec later a UI is popping with several informations on it. The problem ? The beam is not at the same place between left and right eye and it causes eye hurting (really when you try to look at it, it hurts). Anybody knows something to avoid it ? I'm using Unreal and I think I can compensate with World Offset Position in the material editor but the calculation... In the engine everything is made from the left eye, the last node allow me to avoid the offset when I'm on the left eye. So if anyone knows the basic calculation to compensate the left/right eye displacement, I'll buy him/her a drink. Hold the best, Alexandre396Views0likes0CommentsVisual artifacts on lights and particle effects after 1.26 update
Hi, after the 1.26 update, we've started to experience very strange artifacts with lighting and particle effects in our Unity VR experience. We're using Unity 2017.3.0, the built-in lighting (point lights) and built-in particle system. Every light now has a very strange camera-aligned semi-transparent quad around it and particles look like they are incorrectly blended and they have a similar quad around them as well. Unfortunately I don't have any screenshots as this behavior is visible only through Rift, everything looks fine on screen, I'll think about a way to capture it. This is happening both in editor and in a build and for new and old builds alike. PCs that are not yet updated to 1.26 don't suffer from this issue. We are operating a large-scale location-based VR experience, so this is a critical impediment. All of the backpack PCs have already been updated and we simply can't charge our customers when the visuals are clearly broken. I'll try to provide more detailed information, but in the meantime, is there any immediate workaround? Can we roll-back to a previous Oculus version? I can't stress enough how critical for us it is to resolve this issue fast. Thanks, Martin909Views0likes1Comment