DK2 | Canvas rendering space | VR supported
- 8 replies
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I understand by default, canvas renders to screen space, but we also have the option to render it in world space, which is exactly what we need for Oculus Rift. Is this correct?
One of the attachments shows the details in my Inspector, but I get a black screen when I run the app in VR. Should I remove the Main Camera and add a different camera? Are there any subtleties or tricks here, or am I missing something or doing something wrong?
I also get the following 2 messages in my Unity console:
[CAPI] LibOVR module is located at C:\Windows\system32\LibOVRRT64_0_6.dll
[TrackingStateReader] Prediction interval too high: 0.100000 s, clamping at 0.100000 s
My Player Settings are also attached. I am running Unity 5.1.1f1 and Oculus 1.7 (SDK 0.6.0.1). I would very much appreciate help and guidance...
canvas.PNG
player_settings.PNG
One of the attachments shows the details in my Inspector, but I get a black screen when I run the app in VR. Should I remove the Main Camera and add a different camera? Are there any subtleties or tricks here, or am I missing something or doing something wrong?
I also get the following 2 messages in my Unity console:
[CAPI] LibOVR module is located at C:\Windows\system32\LibOVRRT64_0_6.dll
[TrackingStateReader] Prediction interval too high: 0.100000 s, clamping at 0.100000 s
My Player Settings are also attached. I am running Unity 5.1.1f1 and Oculus 1.7 (SDK 0.6.0.1). I would very much appreciate help and guidance...
canvas.PNG
player_settings.PNG
