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Inspiring
July 7, 2013

Black edges with Unity SDK

Using the A cups I can see the wasted black space on the edges of the screen inside the rift, is there a way to make this bigger. the Unreal SDK seems to draw the scene up to the edges but the Unity one does. Is this a bug or intentional? and is there a work around?
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    2 replies

    Inspiring
    July 9, 2013
    "Chaoss" wrote:
    Using the A cups I can see the wasted black space on the edges of the screen inside the rift, is there a way to make this bigger. the Unreal SDK seems to draw the scene up to the edges but the Unity one does. Is this a bug or intentional? and is there a work around?


    I believe it is intentional. You can make it bigger, but I actually tried this (also using A cups) and found that it made everything feel zoomed in and too in-my-face. :o Plus, the "edge" of the screen (straight black edges on the left/right sides) that I was trying to get rid of actually turned out to be the center divider between left/right sides. Not sure if that's what you're referring to.

    In any case, if you want to fiddle with it, find the DistortionScale() method in OVRDevices.cs, and just have it return a hardcoded value like 1.6f or 1.7f. The normal value depends on the screen's aspect ratio and the distortion coefficients, etc.
    Titans of Space PLUS for Quest is now available on DrashVR.com
    Up and Coming
    July 9, 2013
    I think the problem is that the unity implementation does not render the scene to a larger backbuffer (as described in the sdk).
    I dont know though if this is a unity limitation or simply an error in the plugin.
    Freeworlds: Tides of War Blue Drift (Underwater Hydra-based Diving Game)